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Community => License to Improvise => Topic started by: Deral on January 02, 2011, 10:55:00 AM

Title: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Deral on January 02, 2011, 10:55:00 AM
Edit:Sorry for the horrifically long hiatus, I've found some of my old queue of requests but not all of them, so again, if there's anything you'd like to see, let me know!

When FantasyCraft came out, I decided rather than simply convert the D&D campaign setting we used I would put together a whole new campaign world that my players could tear up and throw to the wind over multiple adventures. The world itself, now called Five Kingdoms, was half built during it's first campaign and heavily influenced by the play styles of what I consider my particularly diverse group of players, as well as direct requests for things they missed from Spycraft, D&D, Scion, Vampire, and a handful of other systems we played before FantasyCraft came in. I won't lie that it's heavily derivative and in many ways I wanted to make a world that could be used as that familiar traditional or high fantasy world (if only because my hope was it would last over many, widely varied campaigns without feeling contrived)

It started with a region and some deities which grew into paths, then renown, feats, classes, specialties/species, equipment- a lot of stuff for my players to keep track of and so I decided to compile and format everything nicely into a single book that I just finished this last week and got printed off at a downright scary 310 pages. It isn't as daunting a read as it might sound, however, having the benefit of only intended to print off a book or two over the Crafty guys' very large numbers I was able to rewrite things like Species to be as easy to use as possible, even if it means they take up far more page space- and there are also a great many pictures.)

I'm not soliciting the campaign setting, at least not today, of course I like it and I think some people could get use out of it, so on the off chance someone is particularly interested I can put up some information.

I also can't put up the whole book- first of all I don't have Adobe Acrobat so my variety of other PDF editing programs lack some of the finesse and the beast clocks in at about 300mb, though it would be a lot lighter without images and maps. And second, there's also reprinted material, all FC species and species feats are reprinted in it to make it a little easier on my players (just so they're all consolidated), including Adventure Companion.

However! I do have a whole lot of new stuff you guys might be interested in- one of the things I liked about D&D (even if it didn't do it well) was how it offered players a huge amount of choice in what they could be as far as race and class are concerned (even if many of them weren't reasonable at the time) I tried to bring this back a little bit, hopefully skipping the "didn't do it well" part.

It would be unreasonable and more importantly unreadable if I tried to put up everything, but what I thought I might do is put up a list of what I've got and see if anyone is still interested:

Species: This is a big, big part of the book, first off the races are expanded to be a little easier to read, and are grouped with their subraces which can be bought as feats (basically just moving and reformatting Species feats to be more readily accessible). 18 new species and Centaur/Satyr converted from Spycraft, I don't know for sure how many are new but if I remember right the subrace count is over 150-
(These races are listed with attribute modifiers, size, and type here (http://www.crafty-games.com/forum/index.php?topic=4540.msg90583#msg90583))
Angel (2 subraces and a "list" type subrace)
Animal Lord (List-type subrace)
Catfolk (3 Subraces)
Changeling (3 Subraces)
Demon (2 subraces and a list type subrace)
Dragon (not Drake) (Subrace and list type subrace)
Gryphon (6 subraces)
Hobgoblin (List subrace)
Janni (3 subraces)
Kenku (3 subraces)
Kobold (2 subraces)
Nymph (4 subraces)
Rakshasa (3 subraces)
Ratfolk (4 subraces)
Shadow (2 subraces)
Sprite (5 subraces)
Stone Walker (2 subraces)
Yuan-Ti (4 subraces)
Plus a whole bunch of subraces for all the FC races (pages of Unborn stuff)


Talents: 16 Talents, though about 10 are setting-related (See a full list here (http://www.crafty-games.com/forum/index.php?topic=4540.msg90583#msg90583)) These are now up in full in this post (http://www.crafty-games.com/forum/index.php?topic=4540.msg95108#msg95108)

Specialties:66 new specialties, Find 50 of them here! (http://www.crafty-games.com/forum/index.php?topic=4540.msg95108#msg95108) About half of them are trying to emulate classes from other d20 systems (d20 Modern/Urban Arcana, Iron Heroes, D&D supplements) in the same way the base D&D classes were mimicked in FC (See a full list here (http://www.crafty-games.com/forum/index.php?topic=4540.msg90583#msg90583))

Species Feats: A lot of these are setting specific, but there's a set of feats for Vampires that try to include the ability to play almost any "feel" of vampire you're familiar with, and "zoanthrope" feats, that let you become a shapeshifter, as well as new rules for each (moon influence, drinking blood, etc).

1 Base Class (Primer): New base classes are tough to come up with! This one is heavily influenced by The Witcher. Find it here (http://www.crafty-games.com/forum/index.php?topic=4540.msg85452#msg85452)

24 Expert Classes: 12 are new and half of them are built almost to be variant Paladins representing paragons of different organizations, the rest are converted from Spycraft (also a variant, less-snipery Deadeye).

Path-based (Paladin-esque) Expert classes:
Black Kestrel - Knightly order focused on breadth of skill and personal value
Horizon Walker - Rangers, effectively, with mobile, diverse combat styles
Knight of Wrought Iron - Not a real knightly order, horse-riding wandering paladins
Scarlet Fang Revenant - Evil, horrific "lycanthrope"
Silver Ruby Knight - Lycanthrope hunting lycanthrope
Vassal of Terra - Setting-related druids

Other "new" classes:
Bounty Hunter - Influenced by the Star Wars class of the same name (http://www.crafty-games.com/forum/index.php?topic=4566.msg87546#msg87546)
Chameleon - Master of Disguise (influenced by Master of Masks, Chameleon, Spy Master from D&D)
Dreamwalker - Semi-setting-specific, gains path-based powers from the realm of dreams rather than alignments. (http://www.crafty-games.com/forum/index.php?topic=4540.msg87767#msg87767)
Duskcloak - Shadow infused thief-type, sort of like a non-magical Mist Dancer
Elemental Savant - Influenced by the D&D class of the same name, caster who becomes an elemental
Tinker - Any-crafting-based Alchemist variant

Spycraft Conversions:
Breaker (Grunt, uses Massive weapons)
Con-Artist
Commando
Daredevil
Flying Blade (Hurled Weapon Triggerman) (http://www.crafty-games.com/forum/index.php?topic=4540.msg89420#msg89420)
Healer (Field Medic)
Ninja
Raptor
Schemer
Tactician
Virtuoso


Master Classes:
Amarmaethora (Elven City High Guard type) (http://www.crafty-games.com/forum/index.php?topic=4540.msg88101#msg88101)
Ambassador of Concord (Clerical type who promotes a bond between two warring sister deities) (http://www.crafty-games.com/forum/index.php?topic=4540.msg88038#msg88038)
Ancient Dragon (Based on my alternate Dragon (not Drake) species)
Archmage (http://www.crafty-games.com/forum/index.php?topic=4540.msg87767#msg87767)
Articulate Spirit (Based on my alternate Angel species)
Cirendeth T'Sorai (http://www.crafty-games.com/forum/index.php?topic=4540.msg87767#msg87767)
Citadel Bulwark (Goliath converted from World on Fire) (http://www.crafty-games.com/forum/index.php?topic=4540.msg88101#msg88101)
Constellate Celebrant (Super setting specific, uses almost exclusively house rules)
Exalted Master (Hattori Hanzo/Masazane Fujiware style exceptional, awe inspiring smith) (http://www.crafty-games.com/forum/index.php?topic=4540.msg88101#msg88101)
Legendary Automaton (Uses my heavily altered Unborn rules, but is based around modifying yourself via construct-based benefits, unborn or not)
Legendary War Chief (Legendary Orc converted from Classic Fantasy and opened to other orc-like species)
Transcendent Hero (Legendary Pech from Classic Fantasy converted to be species-less and generally more action die based) (http://www.crafty-games.com/forum/index.php?topic=4540.msg88038#msg88038)
True-Blooded Shifter (Iconic Master Class for zoanthropes/lycanthropes)


Other Feats: There are a whole lot of these, I don't know a good way to list them, if anyone has better ideas than this, let me know:
Basic Combat: 11 Feats - a lot of these are setting specific or converted from World on Fire
Melee Combat: 5 Feats - Melee Adaptation (for beasts) and Reactive B/M/S, a quick-draw combat style
Ranged Combat: 13 Feats - Close-Quarters feats from Spycraft as well as what amounts to Ranged Cleave and feats to make Crossbows and Grenades more viable
Unarmed Combat: 21 Feats - I believe all the feats from Spycraft that weren't already converted
Covert Feats: 10 Feats - Spycraft conversions and feats for better Trap laying
Crafting Feats: 2/5 Feats - Setting Specific and variant Crafting B/M/S rules (to function more like Pathfinder B/M/S)
Spellcasting Feats: 32 Feats - "Tome of Battle"-style feats for Melee, Unarmed, and Ranged combat, Soulknife feats, Blood Magic feats, and lots of non-casting magical effects.
Style Feats: 7 Feats - Mostly setting specific and Spycraft conversions here


Feat posting has been disorderly at best- find a healthy smattering of feats here (http://www.crafty-games.com/forum/index.php?topic=4540.msg95251#msg95251) (for Improved Critical and Familiar feats) and at the bottom of this long post (http://www.crafty-games.com/forum/index.php?topic=4540.msg95183#msg95183) (for a little bit of everything, but mostly Spellcasting)

Gear:
Expanded Elixirs: With a Witcher-influenced class, I brought in more complicated alchemy with the four alchemical stages and a wide variety of "bases" replacing Distilled and Gaseous (instead with Water, alcohol, gas bases, (and seven others)), as well as Alchemical Fire/Ice/etc
Food & Drink: A few new food types and a hugely expanded drink, booze, and spirit list with setting-specific drinks

Expanded Fittings: I use the Descriptive armor rules, and each fitting gives a small (General Equipment level) bonus.

Craftsmanships/Materials/Upgrades: Variant rules to prevent stacking of upgrades (Vented, for example, gives Heat 6 and Damage Vulnerability (Cold)), a lot of new upgrades for weapons and armor, and a huge list of Craftsmanships (25 for armor, 34 for weapons) and Materials (13 for armor, 21 for weapons)


Variant Rules: Besides a lot of small things and Descriptive Armor, Renown is a little different (and by proxy, more powerful), so there are rules for widely expanded heroic renown as well as region-specific military and noble renown. Titles are only granted at 1, 4, 8, and 10, with set benefits being granted at every odd rank ranging from access to new favors, upgrades, to granting small persistent benefits, to supplied equipment. There's a big list of renown (60 different trees with unique benefits and titles) including rules for Infamy (negative renown) and Clerical renown.
I'm sure there are more variant rules but I've been using/building them over a year so I'm not sure what's not core anymore, haha, if I think of more, I'll add them in.

Variant Rules:
Expanded Elixirs (http://www.crafty-games.com/forum/index.php?topic=4540.msg85540#msg85540)
Expanded Fittings (http://www.crafty-games.com/forum/index.php?topic=4540.msg87767#msg87767)


A few notes, I've said on the forums that I like races a little more powerful- this is a pretty good way of looking at it, though I really just value certain things differently than the FC guys- nothing against them or their balance, it's all just how my players play, I've had the same group for quite a while and I generally know how they work.
This might show up in my feats as well, I'd love to hear where people think things are unbalanced or unfair, as a big problem with having a group you always use- you don't get wide exposure at all. Anyway, maybe some people will agree with the different values I put on things, and maybe some can still get use out of the information with a little bit of alteration.

Also, my species are a mix of errata'd and not, I use slightly altered Iconic Classes (lower Starting Action Dice by 1 or start with 2 fewer action dice each session but keep the same AD count for abilities),I use Iconic Specialties with a bit of added leeway (Specialties that grant species feats are always iconic), and can be bought off, and I used Banned Actions, which function, actually, like Restricted Actions and can also be bought off (with interests).


Thanks for checking out this huge post, sorry for the wall of text- I just had to put something out here, I'm sure the Crafty guys know much more than me how nice that huge sigh of relief is when you finish something like this (and this isn't even finished- it's more of a shift from Alpha to Beta)

Edit: This whole thing is just a big list of stuff, the point of putting it up here is to see if anyone would be interested in seeing any parts of it specifically. I would love to get wider critique but it's waay too much to post, so this way people could see specific things or groups of things they're interested in, and I could hopefully get at least some of that critique as well. (And I feel like this is also a better option than posting little bits all over other people's threads!)

Edit again: Updated this big post with links for easier navigation, now I just need to find the list of requested stuff!
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Coyote0273 on January 03, 2011, 11:17:21 AM
I'd be interested in seeing the whole thing. A bunch of the stuff you have listed is things I had already been planning on working on for a game world of my own as well.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 04, 2011, 07:51:28 AM
I had someone message me asking for the Primer and Forge stuff- Forge will take a while (but I'll definitely try to at least get potions up), but here's Primer (very heavily Witcher-influenced), forgive formatting errors, my table didn't like trying to convert over and most of this is pasted from the document, but almost all formatting is lost, so there may be some stray tabs or missed bolding.

Primer (Base)
Primer represent specially trained warriors, augmented with magic and alchemy, they tend to be loners and outsiders, and because of that the class has a strong draw to races who are reviled. When they do find themselves part of a group, they tend to surround themselves with oddities, either out of curiosity, a desire to fit in, or perhaps even a distaste for “normals.”
   Depending on your character, a Primer could be:
   -A rugged monster hunter, using clever tricks and unique tactics and knowledge to fell the    most fearsome of beasts
   -An alchemical or magical experiment subjected to countless tests and concoctions, against his will, forged into something greater than a mere warrior
   -A specialized golem with unheard of capabilities and talents
   -A specially trained member of a cabal of warriors who ritualistically submit themselves to repeated trials and modifications
   -A warrior and student of the occult who uses every trick he can to raise the playing field advantage for himself
Party Role: Combatant/Wildcard. You're a powerful fighter, an amazing frontliner and certainly built toward being in the middle of combat, in fact, with time you might find yourself even hardier than the soldier. On the other hand, you can become a rather impressive scholar and alchemist if you put your mind to it, and you likely will always keep a few potions up your sleeve.
Vitality: 12+Con mod
Skills: Acrobatics, Athletics, Crafting, Intimidate, Investigate, Notice, Resolve, Sense Motive, Tactics
Skill Points: 4+Int Mod
Proficiencies: 6
BAB: Good
Fort Saves: Good
Ref Saves: Average
Will Saves: Average
Defense: Average
Initiative: Average
Lifestyle: Poor
Legend: Poor

Core Ability –
Alchemical Metabolism: You may benefit from one potion each scene, if the scene lasts longer than a day, then you may benefit from one potion each day of the scene. Also, at any time you may spend 1 action die to benefit from an additional potion.
Class Abilities –
Rites of Initiation: At 1st level, you gain the Guts feat. If the feat grants no actual benefit (For example, if you have the Construct type), you instead gain a bonus Species feat.
Bookworm I: At 2nd level, you gain the Explorer ability
Bookworm II: At 11th level, you gain the Explorer ability
Bookworm III: At 19th level, you gain the Explorer ability
Bonus Feat: At levels 3, 5, 7, 9, 11, 13, 15, 17 and 19 you gain a Melee, Gear, or Primer feat.
Mutation: The magic in your blood slowly takes a grip over you and you begin to take on mutations. At 4th, 8th, 12th, 16th and 20th level, choose one from the following list:
   Cat Eyes: You gain Darkvision I, this mutation may be chosen twice.
   Strong Blood: You become immune to poisons.
   Stalwart Blood: You gain a +2 bonus to damage rolls and a +5ft bonus to speed when bleeding or sickened. This mutation may be chosen twice, when taken a second time you gain the bonus when fatigued or shaken. Multiple conditions grant separate bonuses and stack, but multiple grades do not.
   Altered Metabolism: When under the effects of a poison or potion, you gain a +1 bonus to    attack checks, defense and reflex saves. This mutation may be chosen twice, when taken a second time you become immune to bleeding and automatically stabilize when under the effects of a potion or poison.
   Focused Strength: You gain the Great Fortitude, Iron Will, or Lightning Reflexes feat. This    mutation may be chosen multiple times, choosing a different feat each time.
   Unearthly Beauty: You gain the Comely, Elegant, or Enchanting feat. This mutation may be chosen multiple times, choosing a different feat each time.
   Hidden Promise: You gain the Hidden Promise feat.
   Resistant Body: You gain 5 extra wound points.
   Tough Body: Your critical injury and massive damage thresholds are each increased by 5.
   Tough Skin: You gain Thick Hide 2.
   Defensive Reflexes: You gain a +5 bonus to any checks or saves that would make you blinded or deafened.
   Inner Furnace: You gain the hearty appetite trait.
Signs and Primers: You learn simple magics using arcane methods and your altered blood called Signs or Primers. Casting a sign requires you to have one free hand and may be used once per scene without penalty, upon being used a second time and every time thereafter for the same scene you gain 1 grade of baffled, if you have 5 grades of baffled you cannot use signs, even if doing so wouldn't inflict a grade of baffled however, a sign can never be used more than once per round and cannot be used if the same sign was used in the previous round. Also, unless noted otherwise, other characters block line of effect for signs, striking the first they encounter. You gain more signs as you progress, at 6th, 9th, 12th, 15th and 18th level, choose one from the following list:
   Primer of Fire: You control flame with your very fingertips, you're always considered to have firesteel, which may be used as a free action- this ability does not count as a use of the sign. As a half action you may target 1 adjacent character with an attack roll, if successful, the target takes 1d6 (AP 5) fire damage. If you take a full action instead, you may target a character up to 15ft away and the damage becomes 2d6 (AP 5) fire.
   Primer of Air: You harness the basic nature of air, with the wind always at your back your travel speed increases by 1 MPH, this ability is always active and does not count as a use of the sign. As a free action you may give yourself a +10 bonus to one jump check as long as it is made within one minute. If you spend a half action instead, you are also considered to be running for your next jump check. If you spend a full action, you gain both previous effects as well as an extra +10. Jump checks given a bonus by this sign are not limited by your height.
   Primer of Magic: You gain rudimentary control over the very basic stuff of magic, and the tug of the ley lines is constant. You're considered to always have the equivalent of a compass and a magnet, “usable” to what extent they are as a free action- this ability does not count as a use of the sign. As a half action you may target 1 adjacent character with an attack roll, if successful, the target takes 1d8 force damage. If you take a full action instead, you may target a character up to 20ft away and the damage becomes 2d8 force.
   Sign of Fenn: You learn a magical ritual using several complex signs, immediately after having rested for eight hours, make a one minute resolve check with a -5 penalty, you heal an amount of vitality, subdual, and stress damage equal to the result. Also, immediately after combat you may take a 1 minute resolve check (DC 20) to heal an amount of vitality, stress or subdual equal to your constitution score.
   Sign of Arda: You learn one style of the Vela Primer, a complex and varied telekinetic primer. As a half action, you may target one character within 15ft with a disarm action. If you take a full round action instead, you may target all characters within a 15ft cone with a disarm action, making one roll and applying to every target within the area. Alternatively, you may take a full round action to target one adjacent character with a disarm action, gaining a +2 bonus on the check and sending the disarmed item an additional 5ft away in any direction you choose if successful.
   Sign of Oeun: You learn one style of the Vela Primer, a complex and varied telekinetic primer. As a half action, you may target one character within 15ft with a trip action. If you take a full round action instead, you may target all characters within a 15ft cone with a trip action, making one roll and applying to every target within the area. Alternatively, you may take a full round action to target one adjacent character with a trip action, gaining a +2 bonus on the check and moving the target 5ft in any direction if you succeed.
   Sign of Grahn: You learn one style of the Vela Primer, a complex and varied telekinetic primer. As a half action, you may target one character within 15ft with a bull rush action. If you take a full round action instead, you may target all characters within a 15ft cone with a bull rush action, making one roll and applying to every target within the area. Alternatively, you may take a full round action to target one adjacent character with a bull rush action, gaining a +6 bonus on the check.
   Sign of Kas: You learn one style of the Vela Primer, a complex and varied telekinetic primer. As a half action, you may target one character within 15ft with a tire action, If you take a full round action instead, you may target all characters within a 15ft cone with a tire action, making one roll and applying to every target within the area. Alternatively, you may take a full round action to target one adjacent character with a tire action, dealing 1d10 subdual instead of 1d6.
   Sign Mastery: Choose two signs or primers you know, when you trigger one, you trigger the other as a free action, when multiple actions can be chosen, you take the one with the same length as the one you activated, in the case of a tie, you may choose.
Unique Charm: At 10th level, you and every teammate you have loses any Reviled qualities they may have. Also, you gain 1 human talent.
   At 20th level, you and each of your teammates gain 1 human talent.
Brink of Change: At 14th level, using a mixture of magic, alchemy and sheer will you've completed your most potent mutation, one entirely unique to yourself. Each of your attributes increases by one and you gain a species feat, ignoring any “Level 1 Only” requirements- at the GM's discretion, other prerequisites may be ignored.

Primer Feats
Note: These feats count as Spellcasting Feats.
Expert Sign
Prerequisites: None
Benefit: If you choose, your signs may target a 15ft cone (if they previously had a single target, one roll is made, applied to all characters within the area) or a 15ft sphere (if they previously had a cone area).

Heightened Sign
Prerequisites: Two signs or primers.
Benefit: One of your signs becomes more powerful, choose one sign or primer you know, when you activate it as a half action, you may choose for the effect to instead the that of the full action ability. Also, you gain a new use for your sign;
   Fire: When you take a full action to activate Fire, you deal a number of d6 fire (AP 5) damage equal to your starting action dice
   Air: When you take a full action to activate Air, the bonus remains for a number of rounds equal to your starting action dice + 1, starting after your first jump.
   Magic: When you take a full action to activate Magic, you can choose to channel the damage through a single melee attack. Attack as normal with a weapon you're wielding, if you hit, the damage is converted to Force, and you deal your weapon's damage a second time, if your target is a spellcaster, they also lose 1 spell point.
   Fenn: Though the sign of Fenn gains no other benefits, you may pass on its benefits to a number of teammates equal to your current action dice each time you use it.
   Arda: If you take a full action to activate Arda, anyone you successfully disarm is also flat-footed.
   Oeun: If you take a full action to activate Oeun, anyone you successfully trip is also entangled for 1 round.
   Grahn: You may take a full action to activate Grahn, dealing 2d10 (AP 5) force damage to any scenery in the area, you may also activate Grahn's half action ability as part of the same action.
   Kas: If you take a full action to activate Kas, anyone you successfully tire is also sickened for 1d6 rounds

Primer
Prerequisites: Resolve 6+ Ranks
Benefit: You gain one primer or sign from the Primer ability, it carries all the standard restrictions, but if this feat is the only place you receive signs or primers from, you must make a Resolve check (DC 20) to cast the sign, if you fail, the sign is not cast and you gain one grade of baffled.

Sorcerous Apprentice
Prerequisites: Heightened Sign
Benefit: You may use each of your signs one additional time per scene before they begin inflicting Baffled grades.

Sorcerous Devotee
Prerequisites: Sorcerous Apprentice
Benefit: Using signs no longer inflicts Baffled grades upon you. All other requirements remain, however.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Sletchman on January 04, 2011, 10:39:34 PM
For what it's worth, I will very happily read everything that anyone posts on the forum, especially new rules.  It always fascinates me how other people think, and the things they come up with [or even different ways to solve the same problem].  I'm happy to give feedback for anything you post up too, if I can think of anything.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 05, 2011, 08:46:48 AM
For what it's worth, I will very happily read everything that anyone posts on the forum, especially new rules.  It always fascinates me how other people think, and the things they come up with [or even different ways to solve the same problem].  I'm happy to give feedback for anything you post up too, if I can think of anything.
That's what this is about- sharing stuff and getting feedback while I'm at it.

Still not quite sure what the best way of putting several pages worth of tables up here would be, but in the mean time, here's what I did with elixirs:
(My current, terrible solution is a screenshot from the PDF) (I just noticed this has Cocktail and other FC-written-equivalents, if they need to be edited out please let me know)
(http://i.imgur.com/EoFkK.jpg)
   Elixir Upgrades
   Alcohol Base: Often distilled from strong liquors like vodka  or even pure grain alcohol (most alcoholic potency is lost in the process- typically reduced to something comparable to a glass of wine), this base has the added benefit of mixing quite well into the drinks of unsuspecting targets.
   Bone Base: This variation of elixir is traditionally made when alchemical substances are condensed into a stick-like form which is then sharpened and heated, then used to etch symbols into small bones, usually finger bones if humanoid, to be activated by breaking.
   Cocktail: These cocktails combine the effects of two different elixirs, though uncommon and costly, are very effective.
   Distilled: With time and focus, elixirs can be further distilled to have their potency increased.
   Gaseous Base: These elixirs are typically bound to a powder stored in an easily breakable container (thin glass, typically) that, upon contact with air sublimates into an impressive cloud of transparent gas.
   Gelatin Base: Thick greases and gelatin may be used in the creation of elixirs, beyond an unpleasant sensation this has little effect on potions and vials but creates a far denser, if more difficult to apply, oil.
   Oil Base: Common lantern oils (typically vegetable oils), for a number of reasons, accept alchemical bonds almost as readily as water. Without any other alterations this would function as normal, this base represents special alchemical processes that prevent even metabolized oil-based potions from triggering until they have suffered shock or reached high temperatures.
   Paper Base: Using rediscovered ancient Giant alchemy and magic, paper with certain written incantations may be soaked in an alchemical substance, and with intentful word an intrinsic bond may be made between the substance and the target. This has the added dramatic benefit of bursting the paper into flame.
   Powder Base: Not a true base, a double batch of water-base elixir may be soaked into any number of fine powders, typically extremely fine sugar, the result is a slowly lingering mist that, when inhaled, metabolizes like a normal potion.
   Sugar Base: When alchemical substances are bound to sugar, the body accepts, metabolizes and excretes them at alarming speeds, the benefit of this primarily being no residual alchemical build up, allowing for safe use of multiple elixirs in a shorter amount of time.
   Water Base: By default most potions use water as their base. Water naturally excepts almost all alchemical bonds without difficulty, and mixes with all water-based drinks quite readily.
   Wax Base: Animal wax (typically Beeswax, but others, often tallow and even lanolin, are possible), due to their ties to living creatures can house alchemical substances. Interestingly enough these elixirs seem to metabolize themselves, but may be readily activated by shock (ie, chewing). With resin and vermillion an interesting but viable option becomes available- alchemical sealing wax, in which the effects of a vial may be bound, triggered by the shock of breaking, but not the touch of fire.

Basic Elixir Upgrades
   A few types of Elixirs are considered “Basic” elixirs, these are as follows: Confidence, Healing, Mana, Refreshing, Vitality, Acid, Anointed, and Oil of Ether. The following upgrades may only be applied to those Elixir types:
   Compressed: Basic vials (and elixirs with certain bases) may be stored in highly pressurized form without losing effectiveness.
   Potent: The simple nature of these elixirs allows for extensive distilling, creating even more potent versions.
   Refined: The most heavily purified basic elixirs may be further infused with the essences of similar or identical elixirs, the result is a far more predictable output.

Alchemical Components
   All alchemical creations make use of the four alchemical stages, albedo, citrinitas, nigredo, and rubedo, but with the proper components, timing, and skill an alchemist may focus on or draw forth a particular stage or stages, these upgrades represent that process and may only be applied to potions:
   Albedo: Albedo is metabolized in the stomach, and in moderate amounts actually strengthens the core and digestion. Albedo-dominant potions tend to be blue or white.
   Citrinitas: Citrinitas is not metabolized but rather stored in cranial cavities, often the lining of the brain. Deadly in high concentrations the amount in potions would require thousands of imbibings before any side effects were noticed. In moderation, it acts as a sort of clearing agent and increases blood flow to the brain. Citrinitas-dominant potions tend to be green or yellow.
   Nigredo: Nigredo is metabolized in the muscles and increases muscle regeneration and twitch reaction, increases the blows of the subject. Nigredo-dominant potions tend to be black or purple.
   Rubedo: Rubedo is metabolized in the lungs and carried by the bloodstream, aiding in external clotting as well as the breakdown of internal clots and the rebuilding of tissue. Rubedo-dominant potions tend to be orange or red.
   Concentrated: Rare and difficult-to-work-with components allow an alchemist to create potions with significantly more potent component effects.
   Heterogeneous: Special mixing chemicals and a lot of nerve-wracking grain-counting can yield a potion with two dominant components.
   Homogeneous: A mindful and well-researched alchemist can make sure that not just the end result, but also every substance used in the creation of a potion has the same dominant component, the sum of which is a particularly potent alchemical dominance.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: SilvercatMoonpaw on January 05, 2011, 08:57:38 AM
Are only your races more powerful, or are other things?
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: jameswllorimer on January 05, 2011, 09:21:21 AM
Wow, that's a very impressive conversion from the Witcher game, and very compatible with what's already available from the FC guys themselves. Bravo!

I'll be trying to fit this in somewhere, after I've run my Epoch game for a while that is!
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 05, 2011, 09:28:52 AM
Are only your races more powerful, or are other things?

That one really depends on how you define power, I'd say that elixirs are a fair amount more powerful simply because of the variety of upgrades, even if they aren't especially potent individually, the thing with the races- I build 7 point races (when I can, homebrew abilities are mostly given the eye) but they aren't really more powerful, I just value some things differently, I don't have a single good example that could encompass all the little things, but a good, albeit narrow, example is Natural Attacks- while they're useful and often still powerful, after Adventure Companion, I pretty clearly don't put as much value on them as the Crafty Guys- no offense to their work or anything, that's just the case. Their Living Weapon and Custom Construction are combined for my players (Along with a bunch of new options, about 30 total), and a character receives two benefits, rather than one.

So, obviously, some species feats are more "powerful" because of this, but everything, including those feats, I tried to balance against FC precedent. As for anything else- Renown is a bit more powerful but that's a bit too setting specific to be something I'm really offering up.

Still- I'm not saying they're astronomically powerful or anything, sometimes when you're writing a whole system you have to err on the side of caution to prevent abuse, sometimes making things slightly weaker in the process, I was less mindful of this because I know how my players will handle things,  but even still, species themselves are only ever likely to be 1 or maybe 2 points higher than the standard 7, and species feats do follow a bit more the pre-errata route and tend to be 3 points (for first tier) and 4 points (for second tier), but like I said, I tried to balance them against what I saw in FC.
Wow, that's a very impressive conversion from the Witcher game, and very compatible with what's already available from the FC guys themselves. Bravo!

I can still I'll be trying to fit this in somewhere, after I've run my Epoch game for a while that is!
Also, thanks! Glad to hear it might be of some use to you!
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Sletchman on January 05, 2011, 10:41:01 AM
Excellent work on the alchemical upgrades.  I think the screenshot approach might actually work best for this kind of thing - the forums table tools are somewhat nightmarish to get to work at all, let alone display in a neatly formatted fashion.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 05, 2011, 10:49:36 AM
Excellent work on the alchemical upgrades.  I think the screenshot approach might actually work best for this kind of thing - the forums table tools are somewhat nightmarish to get to work at all, let alone display in a neatly formatted fashion.

Thanks! And screenshot was definitely my best short term solution, I'm not sure I want to delve into that much bbcode.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: SilvercatMoonpaw on January 05, 2011, 04:57:51 PM
Still- I'm not saying they're astronomically powerful or anything, sometimes when you're writing a whole system you have to err on the side of caution to prevent abuse, sometimes making things slightly weaker in the process, I was less mindful of this because I know how my players will handle things,  but even still, species themselves are only ever likely to be 1 or maybe 2 points higher than the standard 7, and species feats do follow a bit more the pre-errata route and tend to be 3 points (for first tier) and 4 points (for second tier), but like I said, I tried to balance them against what I saw in FC.
This is sort of what I was asking about: you build races a few points higher than in the Second Printing baseline.  I'm just wondering if other of the things you made, such as the alchemical solutions, are above this hypothetical baseline.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 05, 2011, 05:34:11 PM
Still- I'm not saying they're astronomically powerful or anything, sometimes when you're writing a whole system you have to err on the side of caution to prevent abuse, sometimes making things slightly weaker in the process, I was less mindful of this because I know how my players will handle things,  but even still, species themselves are only ever likely to be 1 or maybe 2 points higher than the standard 7, and species feats do follow a bit more the pre-errata route and tend to be 3 points (for first tier) and 4 points (for second tier), but like I said, I tried to balance them against what I saw in FC.
This is sort of what I was asking about: you build races a few points higher than in the Second Printing baseline.  I'm just wondering if other of the things you made, such as the alchemical solutions, are above this hypothetical baseline.

Ok, sorry for all the misunderstanding, let me amend my original comment about races: First off, this pertains only to Species and Species feats as they follow a point system that I like but don't 100% agree with all the time. There is no baseline or even apparent baseline besides FantasyCraft itself, I don't build 9 point races, I build a 7 point race but maybe think a select few abilities are worth less than they're valued at, so, should some of those abilities come into use they may not jive precisely with others' concepts.

This has nothing to with anything other than Species and Species feats, even Talents and Specialties (which also have a point system attributed to them) should be completely fine. Everything else was, or at least was written to be, balanced against other, similar things in FC whenever possible and to my very best judgment in any other case (Not that this wasn't done with Species and Species feats). So, my input on the matter can't really go any farther than that, I feel they're balanced for FC because I wrote them with that intent, otherwise they wouldn't have reached this stage in their current state, everything else you'd have to judge for yourself.

Hopefully that will clear everything up, if not, just let me know.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: SilvercatMoonpaw on January 05, 2011, 05:41:28 PM
It's good enough for me.  It was just a question of warning what you might have done differently in the process.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Khaalis on January 26, 2011, 02:26:38 AM
If you are up to it, I'd like to see more on your Renown system and some examples.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 26, 2011, 12:41:36 PM
If you are up to it, I'd like to see more on your Renown system and some examples.
It's nothing too special, I just have noble and military renown each broken down into kingdom, region, or racial groups, (Cadian Noblility, Outlands Military, Dwarven Nobility, etc) that count as lower renown outside of their native areas. Heroic Renown is then laid out for each of the major factions, most of these function equally well pretty much regardless of where you are.

After a few play-throughs, I've made Infamy optional, so some of the more notorious renown can be Infamous renown, which puts a bounty on the player's head (at minimum acting as Incentive modifiers for dialog), but is also considered 2 higher for favors and recognition, as well as a slight boost to the player's legend.

I reduced the number of titles a player goes through (if only for my own sanity), and added benefits to every odd level, typically ones you cannot gain through other means. Originally this was set up before the errata when Renown was 50 reputation, even though it's dropped to 30, I decided to keep it, I like the way it feels (and my players like the more tangible gains), and I haven't run into any balance issues.

Here are a couple examples (I haven't got a good way to put up tables, so this will have to do, I also cut out the descriptions and other information as it isn't exactly pertinent here):


Guild of Craftsmen (Despite the bland name, this is a multiple-kingdom spanning organization of extraordinary craftsmen, the name is simple to denote a certain authentic or exemplary status)
          Title                   Benefit
1       Apprentice         In Dwarven and Gnomish regions, counts as Noble renown of equal rank for favors
2
3                                Discount: All Kits have their prices reduced by 50% for you
4       Artisan
5                                When using Crafting to earn income during downtime, you produce double the normal amount, triple if you have Crafting Mastery, and quadruple if you have Crafting Supremacy
6
7                                Each of your holdings gains a Crafting assistant of the highest grade it may support that does not count against other assistants
8       Master
9                                New Favor: Jury Rigging: Choose 1 type of equipment (Weapons, Elixirs, Armor, etc), all of the party's equipment of that type gains +1 error range and the benefits of 1 non-material upgrade of your choice for the rest of the adventure (Time: D, Cost: 10+(2x Complexity Increase))
10    Exalted Master


Hands of Hope (May be Infamous) (More heroic renown, this is a group of somewhat militant liberators, typically anti-slavery but not always so narrowly focused)
(Note: This has a Supplied entry, supplied gear granted by renown is given to the character when the requisite rank is gained and replaced each adventure if lost, but not if sold (paying for a new set of equipment will renew the Supplied effect).)
1     Hand         Your Renown is considered 2 higher for Safe Passage and Support favors, and neither have a Minimum Downtime for you
2    
3                       New Holding Room: Hidden Shelter: Requires Search DC 25 to find, can conceal up to 1/3 holding's total guests. Also grants the benefits of an Escape Passage
4     Breaker of Bonds
5                       Supplied: Fully Upgraded Actor's Props and Thieves Tools
6    
7                       You gain 1 rank in any other Heroic Renown you have access to
8     Transcendent Emancipator
9                        Once per adventure, as a free action, you may gain 3 action dice that must immediately be spent on an Unexpected Help perk.
10     Paragon of Freedom


One more heroic renown for the road:
Vassal of Terra (Effectively my setting's druids)
1     Vassal     You may ignore the (City) tag
2    
3                    In predominantly natural surroundings, delivery, safe haven, and support favors have their prices reduced by 50% for you
4     Druid
5                    You gain a Grove, a Scale 2 Holding with the equivalent of a Library, Stable, and 1 workshop of your choice
6    
7                    New Favor: Blessing - Terra's Kiss: For the rest of the adventure, natural animals have their starting disposition towards the party increased by 20. Unnatural animals and low-intelligence beasts (INT < 9) have their dispositions increased by 10. (Cost: 20)
8     High Druid
9                    Choose one of the following from the bestiary: Ancient Giant Eagle, Unicorn, or Will O' the Wisp you gain one of that creature as a partner grade contact (other options may be available as the GM allows). Also, your grove gains one guard compliment of a suitable Beast or Plant.
10   Heirophant

There are also regional and kingdom-based pure Infamy tracks that just represent being wanted or generally infamous within an area, these have the same lowering effect as Noble and Military renown outside their home region.

Infamy, Cadian (Cadia is a kingdom of long windswept grasslands fueled by a lifeblood of horses)
1     Brigand     Outside of Cadian borders, this renown is also considered 2 lower for Bounties
2    
3                      You may access your Stake from anywhere
4     Grifter
5                      Vehicles and Mounts sell for 25% more for you
6    
7                      Lodging and Stabling are free for you across Cadia, without increased risk of exposure
8     Marauder
9                      New Favor: Blessing - Wind: Your travel speed increases by 4 mph or to 2 higher than that of any pursuer or target of your own pursuit (So long as you're aware of them), whichever is higher. (Cost: 15)
10   Black Rider


Most Infamy tracks tend to have increased sell prices, rather than discounts, but other than that vary as much as any other track. There are a number of different things granted by the tracks, some more tangible than others, discounts, contacts, otherwise inaccessible materials or craftsmanships for weapons and armor. For the most part my intention was to make Rank 5 give a benefit a little weaker than a feat, and rank 9 to give something about on par with a Cross-class ability, the remainder tend to be weaker, or placeholders if I make a particularly strong Rank 5, I could have the stronger ability wait till 7, with a holdover in 5.

If there's anything specific about the Renown trees or rules you still want to know, go ahead and ask, I'm not entirely sure what all you were interested in, so this is the smattering of information you get.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 26, 2011, 03:17:24 PM
Important question for this thread if any of the Crafty guys stop by-

I had someone ask for a copy of my SC-converted expert classes, what would be the rules on posting something like that? They're predominantly reprinted material (since only a little bit of conversion is necessary), they don't feel distant enough for me to be comfortable throwing them up here on a whim.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Antilles on January 26, 2011, 04:44:11 PM
What's been done in the past is only post what's been changed, like the examples seen here. (http://www.crafty-games.com/node/878)
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 26, 2011, 05:22:25 PM
What's been done in the past is only post what's been changed, like the examples seen here. (http://www.crafty-games.com/node/878)
This is about what I figured would be the case, and probably the best option.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Coyote0273 on January 26, 2011, 09:01:23 PM
If you just post names of powers that haven't been changed, I'm sure that'd be fine too. No actual mechanics from the books.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Khaalis on January 27, 2011, 12:25:37 AM
Some specific questions:
Can you share the rules for Infamy? How do you attain ‘Infamous’ renown? Is this granted like a ‘reward’ or is it purchased by PC choice as any other renown? I can see this is being an assigned renown based on character actions.
-   What exactly constitutes “being wanted”?

What exactly is Clerical renown? Is this just another type of Noble/Military type renown, just specifically for religious based organizations?
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 27, 2011, 06:54:52 AM
Some specific questions:
Can you share the rules for Infamy? How do you attain ‘Infamous’ renown? Is this granted like a ‘reward’ or is it purchased by PC choice as any other renown? I can see this is being an assigned renown based on character actions.

Some of the rules for Infamy I haven't got explicitly spelled out, as I attempted to do so I realized it depends heavily upon the campaign itself. Though normally purchased like standard renown, it certainly can be granted as a reward (I have a tendency to grant Holdings and Renown at mid and high levels as rewards anyhow), it can also be imposed (or Renown already gained be made Infamous) and there are a small set of new favors that can temporarily or permanently raise or lower your or someone else's bounty.

-   What exactly constitutes “being wanted”?

This one is also a little vague, a lot of it is determined by the nature of the infamy, the reasons for the bounty, and the relative region. It may function sometimes like a subplot, create or at least significantly alter encounters. For the most part, the details are left up to the GM, originally I wrote the Infamy rules for games where the entire party would be at least very likely to be Infamous, so I tend to assume the Recognition rules are being run differently, often (or at least occasionally) triggering without input from the player, if I had a mixed game of Infamous/Non-Infamous sorts I'd likely throw out a disclaimer that said once you get a bounty, your recognition will start to work this way.

Something I did leave out regarding Infamy/Bounty rules is that Military and Noble renown also lower your bounty, effectively making your Infamy rank for bounties (Infamy - (Noble + Military))

What exactly is Clerical renown? Is this just another type of Noble/Military type renown, just specifically for religious based organizations?

Right, while I would love to write out renown for each of the major churches, it wasn't, at the time, reasonable for me to do so (I actually intend for my next project to be expanding on a few things, including this, magic, and the Ether, I may expand Clerical renown then). So Clerical renown represents Prestige within a church, temple, or similar construct, I added it in because a priest (not Priest) character would wind up having to take Military, Noble, or Heroic renown, none of which really seemed to fit perfectly, this lets them gain prestige without having to follow other avenues.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on January 29, 2011, 01:12:11 PM
Sorry for long delays, I've had a few requests for more stuff to be posted up but as the week gets farther along, I get busier and busier, once Monday rolls around I should be good (ish) to go again. In the mean time, let me throw a couple things out here.
First off, I put Bounty Hunter in Medwyn's Bloodhound thread, over here: http://www.crafty-games.com/forum/index.php?topic=4566.0

Next up is Expanded Fittings, the whole idea of this is taking the Descriptive Armor sidebar one step further, by applying a minor (General Equipment-level) benefit to different fittings as well as different weights and so forth. Some numbers were a little fudged to keep things from being unbalanced in one direction or the other, but that was about the extent of my guidelines going in.

As with normal Descriptive Armor, two or three fittings is Light, four or five is Heavy, and I added another level, Full Fittings, which give the same effects as Heavy as well as +2 Resistances and 1 additional save but have a 1 point worse DP and ACP, as well as a disguise penalty of Obvious

I went through a number of pricing schemes, and there were some that worked better than others, the one I settled on is, admittedly, a little more complicated- each fitting purchased or crafted for a suit of armor increases it's base cost by 10 + (5 * # of fittings already on the armor) silver. This winds up a little more costly but somewhat compensates for the new abilities.

Weight is handled per-fitting and increases the base weight of the armor.
My list of fittings is here, under the spoiler block:

Edit: I hacked that table together a bit, Comp should read Space, there is no 5-fitting limit any longer, just 1 per fitting location (though there are upgrades to circumvent that a little).
Table Below Spoiler:
Spoiler: show
(http://i.imgur.com/zsAsB.jpg)


Mismatched fittings don't count toward the "group" for determining what grade of fittings you're wearing and increase ACP by 1, and wearing fittings without torso armor grants benefits and penalties as per their fittings grade, except disguise penalty, which is one "step" lower (Obvious becomes -6, -6 becomes -4, -4 becomes -0).

(Apologies for the haphazard writing, just got in after a run and am heading out again after I'm done writing this up)
 
I was going to round out armor with Craftsmanships, Materials, and Upgrades, but with my set up designed for ease of use, I've got several Crafty things in there as well, so I will have to redo some of the tables to make them Board-friendly. In the mean time, here are a couple classes:

Dreamwalker (Expert)
(This class is an alternate divine caster, in this setting magic comes from the realm of dreams, and the two share several intrinsic connections.)
Requirements: Cannot have any steps in Paths, Cannot have ranks in Spellcasting, Resolve 6+ ranks, The Gift
Caster: Each level in this class increases your Casting Level by 1
Class Skills: Acrobatics, Athletics, Bluff, Disguise, Investigate, Medicine, Notice, Prestidigitation, Resolve, Ride, Search, Sneak
Skill Points: 8+ Int Mod
Vitality: 6+ Con Mod

Base Attack: Poor
Fortitude: Poor
Reflex: Poor
Will: Good
Defense: Average
Initiative: Good
Lifestyle: Poor
Legend: Good

Core Ability –
Conduit: You may spend up to 3 action dice per scene as a free action, each time giving you one additional “use” of one of your Divine spells

Class Abilities –
Dreamwalker: You are not bound by the same laws of magic others are, at Level 1, you may take the first step in any path listed in Chapter 7, then choose three additional paths in that chapter, you are permitted to take steps in any of these paths as if they were granted to you by an alignment.
Unique Aura: At Level 2 you gain Spell Defense equal to 10 + your Career Level and Spell Resistance 2
At Level 7 these increase to Spell Defense 15 + your Career Level and Spell Resistance 5
Path of the Dreamwalker: At Levels 3, 5, 7, and 9 you may take a step in any path granted to you by your Dreamwalker ability. If you have completed all the paths, you may choose a new one and gain access to it.
Changed Blood: At Level 4 you may gain any Heritage species feat, ignoring prerequisites. If you already have a Heritage, you may instead choose to take it's Legacy.
Uncanny Dodge I: At Level 4, as the Burglar ability
Uncanny Dodge II: At Level 8, as the Burglar ability
Forking Paths: At Level 6, at the start of each adventure you may choose 1 path you have access to but have not yet completed, you gain 1 step in that path until the end of the adventure.
Sights Unseen: At Level 8, you cannot gain the blinded, deafened, enraged, or frightened condition, shaken grades do not prevent you from taking 10 or 20, and invisible characters do not automatically become hidden from you (though they may still make Stealth and Hide checks to do so).
Second Reality: At Level 10, as long as you get a full night's rest, your natural healing rates double and you're considered to have also received the benefit of any 1 Food or Drink (not counting against your total for the day) and any 1 Community Service except Laundry, Item Repair and Commission, Grooming, or Scribe, and other unique restrictions may apply (A delivery cannot transport anything you cannot give in a dream, and cannot be given to subjects who do not sleep). Also, you gain Stress Resistance 6


Not all of my Master Classes are setting specific, actually, I'll put up some I have here:

Archmage (Master) (Written to emulate that other Archmage class)
Requirements: Spellcasting 12+ Ranks, Any 2 Spellcasting Feats
Caster: Each level in this class increases your Casting Level by 1
Class Skills: Crafting, Impress, Intimidate, Investigate, Medicine, Prestidigitation, Resolve, Search, Sense Motive and any 3 class skills from your base and expert classes.
Skill Points: 8+ Int Mod        
Vitality: 6+ Con Mod
Base Attack: Poor
Fortitude: Poor
Reflex: Poor
Will: Good
Defense: Poor
Initiative: Average
Lifestyle: Average
Legend: Good
Spell Points: Good
Class Abilities –
Manipulation of Magic: At Level 1, choose one skill, you may substitute your Spellcasting (Int) skill in place of that skill for one check a number of times per scene equal to your class level.
Flowing Magic: At Level 1, choose one spell you know of no greater than 3rd level, you may cast this spell once per scene as if it were a divine spell. If you choose a 1st level or lower spell, you may cast it twice per scene.
Woven Magic: At Level 4, choose one spell you know of no greater than 5th level, you may cast this spell once per scene as if it were a divine spell. If you choose a 3rd level or lower spell, you may cast it twice per scene.
Personal Talent: At Level 3, you gain one of the following tricks:
   Channel Energy (Spellcasting Trick): Choose one damage type when you gain this trick, you may spend 3 additional spell points when making a spellcasting check to change the damage the spell will deal to the chosen damage type.
   Power Surge (Spellcasting Trick): If you beat your target's defense and spell defense by 5 or more, you may spend spell points on a 1 for 1 basis (up to an amount equal to your starting action dice) to increase the spell's caster level, damage, or DC.
   Reshape Spell (Spellcasting Trick): When casting a spell with an area, you may spend 2 additional spell points to move a number of 5ft squares from it's area equal to your starting action dice, these spaces original locations are “safe” and their new locations are considered within the spell's area as normal.
   Spell Turning (Spellcasting Trick): If you successfully counter a spell, you may spend 2 spell points to instead redirect the countered spell onto it's caster, caster level and DC are determined as per the original caster. If multiple spells are countered, you may spend 2 spell points for each spell you want turned.
Art of Magic: At Level 4, once per adventure as a free action you may gain 1 spellcasting feat as a temporary feat until the end of the adventure.
Versatile Casting: At Level 5, you may apply 2 tricks to each spellcasting check you make, alternatively when applying only a single trick, you may ignore any spell point increase.


Cirendeth T'Sorai  (Master) (Yes, I know whip-wielding casting female dark elves are cliche, but I went there.)
Requirements: Female, Dark Elf (Elf Species, Spider Nation), Tiril'Corath Alignment, At Least 1 Step in the Tiril'Corath path, Blessed, Whip Basics, Spellcasting 6+ Ranks
Caster: Each level in this class increases your Casting Level by 1
Class Skills: Blend, Bluff, Intimidate, Notice, Resolve, and any 3 class skills from your base and expert classes.
Skill Points: 6+ Int Mod
Vitality: 9+ Con Mod
Base Attack: Average
Fortitude: Average
Reflex: Poor
Will: Good
Defense: Average
Initiative: Poor
Lifestyle: Average
Legend: Average
Spell Points: Average
Class Abilities –
Whip Strike: At Level 1, when carrying a readied whip, you may perform Touch range spells anywhere you can strike with the whip, in addition, if your Spellcasting check overcomes the target's defense, you deal damage as if you had hit them with your whip, this effect goes off even if the Spellcasting check doesn't overcome the targets Spell Defense.
Path of Tiril'Corath: At Levels 1 and 4 you gain a step in the Path of Tiril'Corath, if you've already completed this path, you instead gain a bonus melee combat feat.
Mistress' Pain: At Level 2, you gain an additional number of wound points equal to your Charisma modifier.
Circle of Power I: At Level 3 you may cast spells of 1st level and lower you know.
Spellbraid: At Level 4, while wielding a readied whip, you may apply whip tricks to your Spellcasting checks and vice versa. For these purposes your Whip is considered a 1st level spell that costs you 0 spell points and 1 half action to use by default, with a range equal to your Reach plus the Whip's reach.
Beauty Beyond Beauty: At Level 5, your Charisma increases by 5 and your Dexterity increases by 2


If there's any interest in seeing other Master Classes, the others I have are:
Amarmaethora (Elven City High Guard type)
Ambassador of Concord (Clerical type who promotes a bond between two warring sister deities)
Ancient Dragon (Based on my alternate Dragon (not Drake) species)
Articulate Spirit (Based on my alternate Angel species)
Citadel Bulwark (Goliath converted from World on Fire)
Constellate Celebrant (Super setting specific, uses almost exclusively house rules)
Exalted Master (Hattori Hanzo/Masazane Fujiware style exceptional, awe inspiring smith)
Legendary Automaton (Uses my heavily altered Unborn rules, but is based around modifying yourself via construct-based benefits, unborn or not)
Legendary Giant (As the name might imply, iconic Master class a-la Classic Fantasy)
Legendary War Chief (Legendary Orc converted from Classic Fantasy and opened to other orc-like species)
Transcendent Hero (Legendary Pech from Classic Fantasy converted to be species-less and generally more action die based)
True-Blooded Shifter (Iconic Master Class for zoanthropes/lycanthropes)

Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Khaalis on February 01, 2011, 06:33:07 AM
If/when you get the time, I'd love to see these, in order of preference:

Ambassador of Concord (Clerical type who promotes a bond between two warring sister deities)
True-Blooded Shifter (Iconic Master Class for zoanthropes/lycanthropes)
Legendary Giant (As the name might imply, iconic Master class a-la Classic Fantasy)
Legendary War Chief (Legendary Orc converted from Classic Fantasy and opened to other orc-like species)
Transcendent Hero (Legendary Pech from Classic Fantasy converted to be species-less and generally more action die based)
Exalted Master (Hattori Hanzo/Masazane Fujiware style exceptional, awe inspiring smith)
Citadel Bulwark (Goliath converted from World on Fire)
Aarmaethora (Elven City High Guard type)

 ;D
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on February 01, 2011, 06:36:46 PM
If/when you get the time, I'd love to see these, in order of preference:

Ambassador of Concord (Clerical type who promotes a bond between two warring sister deities)
True-Blooded Shifter (Iconic Master Class for zoanthropes/lycanthropes)
Legendary Giant (As the name might imply, iconic Master class a-la Classic Fantasy)
Legendary War Chief (Legendary Orc converted from Classic Fantasy and opened to other orc-like species)
Transcendent Hero (Legendary Pech from Classic Fantasy converted to be species-less and generally more action die based)
Exalted Master (Hattori Hanzo/Masazane Fujiware style exceptional, awe inspiring smith)
Citadel Bulwark (Goliath converted from World on Fire)
Aarmaethora (Elven City High Guard type)

 ;D

I could get this up for ya, hopefully some time tomorrow, the start of this week was supposed to be less busy, but instead a massive ice storm decided to hit us here in Texas (and just about everywhere else in the Midwestern US), so it's been... hectic.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Khaalis on February 02, 2011, 03:00:42 AM
Bleh. What you guys call an ice storm doesn't even make us blink an eye.  >:D

Try 20" of snow.   ;D
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: OverNinja on February 02, 2011, 03:44:39 AM
Try 20" of snow.   ;D

Been there, done that. Try -24C, it's now warmer though.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on February 02, 2011, 04:40:16 AM
Bleh. What you guys call an ice storm doesn't even make us blink an eye.  >:D

Try 20" of snow.   ;D

Pfft, we have to explain this to out of town people all the time- it's all about the relative cold, you guys expect it, here it only happens once in a blue moon, and comes at the drop of a hat, so the whole dang city is unprepared (It was 75F on Sunday, it's 16 right now). Could be objectively worse, sure, but that doesn't stop idiots from freaking out and making things more difficult for everyone.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Morgenstern on February 02, 2011, 05:33:50 AM
Interesting stuff. Just a few comments. The response window is doing the jigglig thing, so I'll have to take this in small chunks.

Dreamwalker (Expert)

Uncanny Dodge I: At Level 2, as the Burglar ability
Uncanny Dodge II: At Level 7, as the Burglar ability

These shouldn't go here (4 and 8 are traditional). WIth just 2 classes that allow Uncanny dodnge at level 2, you'll have to answer the question "So, what's Uncanny Dodge VI do?" ;)

Quote
Path of the Dreamwalker: At Levels 3, 5, 7, and 9 you may take a step in any path granted to you by your Dreamwalker ability. If you have completed all the paths, you may choose a new one and gain access to it.

Its not actually possible to finish/block up 4 paths forcing the choice of a new one. Can drop the last sentence.

Quote
Unique Aura: At Level 4 you gain Spell Defense equal to 5 + your Career Level and Spell Resistance 2

Spell Resistence 13 at Career Level 8... doesn't do anything (13 is the lowest number required to cast a 0 level spell. You may want to bump both of these up by at least 5. and possibly swap them to the 2/7 slot (and raise it a little higher).

Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on February 02, 2011, 10:49:32 AM

Dreamwalker (Expert)

Uncanny Dodge I: At Level 2, as the Burglar ability
Uncanny Dodge II: At Level 7, as the Burglar ability

These shouldn't go here (4 and 8 are traditional). WIth just 2 classes that allow Uncanny dodnge at level 2, you'll have to answer the question "So, what's Uncanny Dodge VI do?" ;)
This is fair, my thinking was less on the potential min maxing angle and more that it was weaker or about on par than the standard 2/7 slot, I'll give it the eyeball and see if I can make that work elsewhere

Quote
Path of the Dreamwalker: At Levels 3, 5, 7, and 9 you may take a step in any path granted to you by your Dreamwalker ability. If you have completed all the paths, you may choose a new one and gain access to it.

Its not actually possible to finish/block up 4 paths forcing the choice of a new one. Can drop the last sentence.
Oh, yeah, that sentence isn't necessary when moving the class to another setting, but there are 1, 2, and 3 step paths in this setting, it still may not be possible, but it was still a catch-all.
Quote
Unique Aura: At Level 4 you gain Spell Defense equal to 5 + your Career Level and Spell Resistance 2

Spell Resistence 13 at Career Level 8... doesn't do anything (13 is the lowest number required to cast a 0 level spell. You may want to bump both of these up by at least 5. and possibly swap them to the 2/7 slot (and raise it a little higher).

This one actually has been changed, a few small alterations were made in the transfer from ODT to PDF, the PDF reads 7+ and 12+, not a huge difference but it isn't supposed to be exceedingly high spell defense. Now that you mention it, though, I do kind of like the idea of switching it and the 2/7. I'll change that in a moment and be back around to set down a couple other classes.

Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on February 02, 2011, 12:45:33 PM
Ambassador of Concord (Master) (This class is a little complicated to define without getting too into story- the three human gods in this setting are the remnants of a greater pantheon, they are the old Goddess of Horses, Goddess of Money and God of Art, they have broadened to the point of not really having any particular domain, but instead having more overarching dogmas, the two goddesses, Elara (Horses) and Fiona (Money) stand in indirect opposition of one another, this class represents a high level cleric of a group known as the Sisters of Concord, who are focused on a bond between the two)
Requirements: Sisters of Concord Alignment, At least 1 Step in the Path of Concord, Any 1 Chance feat, Medicine 12+ Ranks, Haggle 6+ Ranks
Caster: Each level in this class increases your Casting Level by 1
Class Skills: Athletics, Acrobatics, Impress, Haggle, Medicine, Resolve, Ride, and any 3 class skills from your base and expert classes.
Skill Points: 6+ Int Mod
Vitality: 9+ Con Mod
Base Attack: Average
Fortitude: Average
Reflex: Average
Will: Average
Defense: Poor
Initiative: Average
Lifestyle: Good
Legend: Average

Class Abilities –
Sister's Might: At Level 1, neither you nor your allies suffer any penalties from opposed alignments, and any bonuses you gain from them are doubled.
Twice Silver: At Levels 1 and 4, your Lifestyle increases by 2, as does the bonus you grant as a Helper in cooperative tasks.
Gift of Friendship: At Level 2, once per adventure at the start of the adventure, choose one of your Chance feats, each of your teammates gains that feat as a temporary feat until the end of the adventure.
Uncanny Dodge II: At Level 3, you may no longer be flanked
Blessed Alliance: Starting at Level 4, while adjacent to any teammate, all of your action dice have their die size increased by 1 step, (Edit Note: This ability doesn't show up in FC, it may be more kosher to grant a +2 morale bonus to action die results) also, if an adjacent teammate is killed or knocked unconscious, you gain 1 bonus D20 action die that can only be used against that teammate's attacker or to aid that teammate, alternatively this action die may immediately be given to the fallen teammate, however, if not used before the end of the scene, this action die is lost.
Tie That Binds: At Level 5, when a teammate who can see or hear you makes an attack roll, save, or skill check, you may choose to have that teammate use the highest such bonus among you. Alternatively, when a teammate is attacked, you may choose to have that teammate use the highest Defense among you. You may use this ability a number of times per scene equal to your starting action dice.


Transcendent Hero(ine) (Master) (There isn't much to say about this one, I started converting Legendary Pech and took it in a slightly different direction)
Requirements: Any 1 Chance Feat, Fortune Favors the Bold, Starting Action Dice: 4+
Class Skills: Acrobatics, Athletics, Haggle, Impress, Intimidate, Resolve, Tactics, and any 3 class skills from your base and expert classes.
Skill Points: 6+ Int Mod
Vitality: 9+ Con Mod
Base Attack: Average
Fortitude: Average
Reflex: Average
Will: Average
Defense: Poor
Initiative: Average
Lifestyle: Good
Legend: Average

Class Abilities –
“This is my Story...”: At Level 1, as Legendary Pech
Child of Fortune: At Level 1, at the start of any dramatic scene, all action dice you have increase by 1 size.
At Level 4, all of your action dice increase by 1 size (total of +2 during dramatic scenes) (Edit Note: Again this ability doesn't show up in FC, a +2 insight or maybe merely a +Class Level insight could make an ok replacement)
Good Luck Charm: At Level 2, as "A Lively Tale" except using your total Chance Feats (Maximum equal to your starting action dice)
Master of Destiny: At Level 3, when one of your action dice would explode, you may choose to forgo the explosion to give an ally a bonus action die of the same type. If not used by the end of the scene, these action dice are lost.
No Lagging Behind: At Level 4, your lowest attribute rises by 3.
“...And Every Word is True”: At Level 5, as Legendary Pech, except using Menace instead of Caliber.

More classes to follow...

Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on February 03, 2011, 10:59:34 AM
Figured I'd get the last of the easy Master Classes up, the rest (Namely True-Blooded Shifter) will require more rules be posted, so they can come a little later, but after this I'm going to go back and fill in things people have requested that got skipped over because of how simple the Master Classes are to put up here.

Citadel Bulwark (Master) (Almost nothing is changed for this class, so this is mostly just conversion notes. Also, without the proper alignment the Requirements are a little slim for a Master Class, nothing drastic, but probably worth noting)
Requirements: Base Attack Bonus 6+, Great Fortitude, Resolve 6+ Ranks, Crafting 6+ Ranks
Class Skills: Blend, Bluff, Intimidate, Notice, Resolve, and any 3 class skills from your base and expert classes.
Skill Points: 4+ Int Mod
Vitality: 12+ Con Mod
Base Attack: Good
Fortitude: Good
Reflex: Poor
Will: Poor
Defense: Good
Initiative: Poor
Lifestyle: Good
Legend: Poor
Class Abilities –
Brilliant: As Goliath
Invulnerable: As Goliath, damage list is as follows: acid, bang, cold, electrical, explosive, fire, flash, and heat
Training Regimen: As Goliath, except language changed to Start of the Adventure instead of the Intel Phase
Armor Use II: At Level 3, as the Soldier ability
Art of War: As Goliath except language changed to Adventure
Unstoppable: As Goliath


Amarmaethora (Master)
Requirements: Elf, Base Attack 6+, Amarmaethora Alignment, (Elven History) Study, Spellcasting 4+
Caster: Each level in this class increases your Casting Level by 1
Class Skills: Acrobatics, Athletics, Impress, Intimidate, Investigate, Resolve, Tactics, and any 3 class skills from your base and expert classes.
Skill Points: 6+ Int Mod
Vitality: 9+ Con Mod
Base Attack: Good
Fortitude: Average
Reflex: Poor
Will: Good
Defense: Average
Initiative: Average
Lifestyle: Poor
Legend: Poor
Spell Points: Average

Class Abilities –
Iron Luck: When you roll an action die and the result is less than the DR granted by your armor, you may instead change it to that amount. You may use this ability a number of times per session equal to your starting action dice, this cannot cause dice to explode.
Path of the Amarmaethora: At Levels 1 and 4 you gain one step in the Path of the Amarmaethora, if you already have completed the path, you instead gain a bonus melee combat feat.
Bookworm II: At Level 2, as the Explorer Ability
Circle of Power I: At Level 3 you may cast 1st level and lower spells you know
Regimented Training: At Level 4, once per adventure at the start of the adventure you may gain any two of the following as temporary feats: Armor Basics, Armor Mastery, Armor Supremacy, Quick Draw, Two-Weapon Style, Two-Weapon Fighting, Shield Basics, Shield Mastery, Shield Supremacy, Double Cast, or Spell Conversion: Casting Time. If you have all but one of these, you may only choose one and your highest attribute increases by 2, if you have all of these feats, your second highest attribute also increases by 2.
Immortal Bravery: At Level 5, once per session when you fail a save or an opposed skill check initiated by an opponent, you may instead choose to change the roll to a natural 20, this roll is considered a threat and may be activated as normal, if applicable.

Path of Amarmaethora
Amarmaethora I: You gain two bonus action dice at the start of each Dramatic Scene. You may immediately give one of these dice to a hero who can hear or see you.
Amarmaethora II: You gain the Never Outnumbered NPC quality, and may cast Entropic Shield once per scene.
Amarmaethora III: You gain the Contempt feat.
Amarmaethora IV: You gain Spell Resistance 4 and may cast Wall of Counter Magic once per scene.
Amarmaethora V: Your highest attribute increases by 2 and you may cast Sacred Aura once per scene.


Exalted Master (Master)
Requirements: Base Attack 6+, Crafting Basics, Crafting 12+ Ranks, and Weapon Specialist (Master Weaponsmith) Ability or Trade Secrets (Crafting) ability,
Class Skills: Acrobatics, Athletics, Crafting, Haggle, Investigate, Resolve, Tactics, and any 3 class skills from your base and expert classes.
Skill Points: 6+ Int Mod
Vitality: 9+ Con Mod
Base Attack: Good
Fortitude: Poor
Reflex: Average
Will: Good
Defense: Average
Initiative: Average
Lifestyle: Poor
Legend: Average

Class Abilities –
Exquisite Construction: At Level 1, any weapons you craft within your Weapons of Legend category(s) gain a +5 bonus to damage saves and may fail 1 additional save before breaking. Also, when crafting these weapons, the maximum complexity you can craft increases by twice your Class Level.
Weapon of Legend: Starting at Level 1, choose one subcategory of weapons you are proficient in (ex. Fencing Blades, Bows, etc), these weapon types becomes your Weapon of Legend. Also, you gain the Crafting Mastery feat.
   At Level 4, you may choose a second, additional subcategory for your Weapons of Legend. Also, you gain the Crafting Supremacy feat.
Absolute Understanding: At Level 2, your Basic, Melee, and Ranged Combat feats count as Gear feats, and your Gear feats count as Basic, Melee, and Ranged Combat feats.
Peerless: Other weapons are like so much paper against the fruits of your labors. At Level 3, when targeting objects, your Weapons of Legend deal maximum damage, when targeting other weapons of the same group you did not craft, they also gain a bonus to damage equal to the difference in complexity.
Renowned Master: None would dare charge you for their lesser imitations of your work. At Level 4, NPCs with Crafting as a signature skill or a Proficiency that includes your Weapon of Legend, gain a bonus to recognize you equal to your Gear feats, also, so long as the seller's disposition toward you is no worse than neutral and they know who you are, you receive a 100% discount on weapons that fall under your Weapons of Legend categories that you did not craft yourself, otherwise you receive a 50% discount.
Lost Art: At Level 5, you and any of your teammates gain the benefits of Favored Gear, Signature Gear, and Trademark Gear for any Weapons of Legend you or they wield that you have crafted, they may each only benefit from one such sets of feat a scene, but if multiple such weapons are wielded, the abilities may be divided up among them.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Khaalis on February 04, 2011, 01:26:48 AM
Just a quick 'Thank You' for all the diligent posting.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on February 04, 2011, 04:48:57 AM
Just a quick 'Thank You' for all the diligent posting.
And Thanks to you guys for being interested and taking the time to check them out.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: royalfa on February 14, 2011, 09:57:47 AM
Hi Deral.

First at all: Excellent Work!!

Now have two questions:

Elixir Upgrade: Potent and Refined
What they do?? and why only for "basic" elixirs??

I'm working on create Elixirs upgrades.

I'm trying to convert the schools of combat, disciplines and traditions found in the books Legends & Lairs of Fantasy Flight Games to "Renown Titles" for FC.

Inspired on your own tables.

Hope you have time to take a look.

http://www.crafty-games.com/forum/index.php?topic=4712.msg89026#msg89026

Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on February 14, 2011, 02:49:47 PM
I've been away from this thread for a while, I need to get back into it, I'll get at least SOMETHING up this week.

Hi Deral.

First at all: Excellent Work!!


Thanks a lot!

Elixir Upgrade: Potent and Refined
What they do?? and why only for "basic" elixirs??

These are upgrades for the elixirs that don't mimic spells and just have a set effect, heal 2d6 vitality, 3d6 subdual, stress, etc. Potent adds another d6 to that, Refined maximizes it. All in all you can raise a Vitality Potion, for example, from 2d6 to 4d6 to a flat 24. The reason they can't be applied to other potions (Besides those "Basic" ones) is because the benefits would need far more control to be applied to spells, this way I could make relatively weak elixirs into stronger ones with a greater silver investment.


I'm working on create Elixirs upgrades.

I'm trying to convert the schools of combat, disciplines and traditions found in the books Legends & Lairs of Fantasy Flight Games to "Renown Titles" for FC.

Inspired on your own tables.

Hope you have time to take a look.

http://www.crafty-games.com/forum/index.php?topic=4712.msg89026#msg89026


I definitely will!
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on February 17, 2011, 07:19:21 PM
You ever get that feeling of "Oh I'll have free time tomorrow," that somehow manages to persist not just till tomorrow, but for days after? I'm stuck in one of those.

Someone asked for Flying Blade, which I can put up quickly, hopefully I'll actually have time tomorrow to get something else up:
A lot of this class references Triggerman, which it's just a Fantasycraft conversion of, find it in Spycraft 2.0 pg 83-84

Flying Blade (Expert)
Requirements: Hurled Forte, Elusive, Two Weapon Fighting
Class Skills: Acrobatics, Athletics, Impress, Intimidate, Investigate, Notice, Prestidigitation, Resolve
Skill Points: 4+ Int Mod
Vitality: 12+ Con Mod
Base Attack: Good
Fortitude: Poor
Reflex: Average
Will: Average
Defense: Average
Initiative: Good
Lifestyle: Average
Legend: Poor



Core Ability –
Steel Wind: As Triggerman Trigger-Happy, except instances of Handgun replaced with Hurled Weapon, and Final Attack with Free Attack

Class Abilities –
Two-Weapon Style: At Level 1, you gain the Two-Weapon Style feat
Feel the Weight: At Level 2, any one-handed melee weapon you wield gains the hurl quality. Also, you gain the Called Shot trick.
Martial Trickery: At Level 3, as Triggerman Gun-Fu, except instances of Firearm are replaced with "hurled or one-handed melee weapon" and Final Attack with "Free Attack."
   At Level 7, as Triggerman Gun-Fu, except: Your next attack must be unarmed or made with a hurled weapon to benefit from this ability.
Eye of the Storm: At Level 4, as Triggerman, except Elusive feat instead of Combat Expertise
   At Level 8, as Triggerman
Uncanny Dodge I: At Level 4, as the Burglar Ability
Uncanny Dodge II: At Level 8, as the Burglar Ability
Bonus Feat: At Levels 5 and 9 you gain an additional Basic, Melee, Ranged, or Unarmed Combat feat.
I've Got Two Hands: At Level 6, whenever you purchase a one-handed melee weapon, poison, or set of hurled weapons, you may purchase an identical weapon, poison, or set at 50% the price of the first.
Flick of the Wrist: At Level 7, once per round you may choose a square within one range increment of a hurled weapon you have readied, until the end of your Initiative Count you are considered to occupy this square for actions specifically targeting adjacent opponents and for determining whether or not an opponent is flanked.
Dual Wield: At Level 10, you suffer no penalty with attacks or skills and suffer no risk of becoming flat-footed when using the Two Weapon Fighting or Style feat. 
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on March 10, 2011, 07:08:20 AM
Edit: Also linked up the OP to make things a little easier to navigate

Quickly converted tables for Species, Talents, and Specialties from the book, figured I'd put them up here to make them easier to look at, if anyone is interested in seeing something here (rather than converting and posting the entire list), just let me know on here or in PM. (Sorry that the sizes are off, I was trying to keep it from being eye strain inducing or table breaking, didn't even consider they wouldn't be the same size.

(http://i.imgur.com/m8nJP.gif)

(http://i.imgur.com/AOmnP.gif)

Note: If the elf and other Crafty species need to be taken off, just let me know, didn't even think about them being listed.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: royalfa on March 10, 2011, 11:15:59 PM
Hi Deral

Only to tell you that Im making a Database in Access 2007 to keep all FC stuff in there.

Is only for "condensation" purpose not to keep track of game or anything like that.

Currently can storage: Paths (form to capture and some reports), Alignments, Skills and I'm working on feats...

Don't have a lot of time right now but I will work on this "a little every time I can"...

Maybe this can help you to keep all the data you are working on.

If you want I can send you the "structure" DB.

Good night
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Khaalis on March 11, 2011, 12:52:24 AM
Uh.... where do I start? All the talents and specialties? Any you are willing to post (or send)?  I'm always interested in new ones. I'm curious on the races, but the races for my world are pretty much set in stone now.  :)

Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Kaptn_Lath on May 31, 2011, 09:26:43 PM
Would you be willing to send me the following Races?
-Catfolk
-Changeling
-Demon
-Angel
-Hobgoblin
-Kobold

I would like to see how you did them, they would fill some holes at my table.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on June 01, 2011, 11:35:49 AM
Would you be willing to send me the following Races?
-Catfolk
-Changeling
-Demon
-Angel
-Hobgoblin
-Kobold

I would like to see how you did them, they would fill some holes at my table.

I may well be able to do that- I had all but forgotten about this thread, I keep meaning to return and fulfill people's requests, things have been pretty busy, but I will try to get back around to this very soon!
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: aegis on June 03, 2011, 01:15:01 AM
In the meantime, I gave a shot at the Changeling and the Hobgoblin. You can find them on the Fantasy Craft database:
http://www.fantasycraftdb.com/
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Kaptn_Lath on June 03, 2011, 06:45:40 AM
Cool thanks Aegis
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on June 09, 2011, 12:01:06 PM
Would you be willing to send me the following Races?
-Catfolk
-Changeling
-Demon
-Angel
-Hobgoblin
-Kobold

I would like to see how you did them, they would fill some holes at my table.

(My species still use Iconic Classes, I'll be working up variants to that a little later...)

Base Race: Concolor (Cougarfolk)
Size/Type: Medium biped Folk (1x1, Reach 1)
Attributes: +3 Dexterity, -3 Constitution
Qualities:
-Base Speed: 50ft
-Cat Fall: You suffer 1 less die of damage from falling.
-Darkvision I: You ignore the effects of dim and faint light
-Enlightened Athletics: Your maximum rank with Athletics increases to  your Career Level + 5
-Iconic Classes: Assassin and Scout are iconic classes for Concolor.
-Natural Attack: You gain a Claw I natural attack with the finesse quality.

For now I've only got time to throw out the base races, but if you want any of the subraces, let me know, the catfolk subraces are effectively Cheetah, Lion, Otter, and Jaguar.

This is my take on Changeling, influenced by, but changed up a bit from the standard Eberron one, subraces are Doppelganger, Mimic, and Shapestealer

Base Race: Changeling
Size/Type: Medium biped Folk Ooze (1x1, Reach 1)
Attributes: +2 Charisma, +2 Any
Qualities:
-Ooze Traits:
You are considered 1 size category larger to resist Bull Rush, Disarm,  Grapple and Trip, and 2 size categories smaller when squeezing into confined spaces. You may  hold a number of readied items or weapons equal to your 3 + your Dexterity modifier, but can only  use armor specifically designed for you. You do not age, but you must eat, sleep, and breathe.
-Base Speed: 30ft
-Banned Actions: You may not make Break Fall, Push Limit, or Swim checks
-Viscous: You suffer 1 additional damage per die from cold and are slowed for a  number of rounds equal to ½ any cold damage taken (rounded down). If you suffer continuous cold damage you are slowed until you escape the source of the damage.
-Iconic Classes: Assassin and Burglar are iconic classes for Changelings
-Iconic Specialties: You only gain the feat from your specialty if you  choose: Acrobat, Adventurer, Aristocrat, Criminal, Gladiator,  Merchant, Mystic, Nomad, Rogue, Sorcerer, or Swindler
-Natural Disguise: You suffer no penalties for age, gender, height,  weight or species on disguise checks (though you're still limited by  what they allow)
-Origin Skill: You gain Disguise as an origin skill.
-Reviled: The Disposition of non-changelings toward you decreases  by 5
-Shapeshifter: You may spend an action die to make a Mask check as  a full action, you are considered to always have a disguise kit, and  you, gain a bonus to the result as if you had spent an action die to  boost it, receiving the highest result (though it does not explode).
-Sterner Stuff: The Keen quality of any attack that hits you is reduced by 4

Hobgoblin's straight-forward, I just worked up a minor variation for the Tribes/Clans feats and gave them a Harssaf subrace

Base Race: Hobgoblin
Size/Type: Medium biped Folk (1x1, Reach 1)
Attributes: +2 Strength, +2 to Dexterity or Intelligence, -2 Charisma
Qualities:
-Base Speed: 40ft
-Enlightened Tactics: Your max rank in Tactics increases to your Career Level + 5
-Stand Together: You may take 10 on any  cooperative check where you are the helper.
-Tactically Minded: You gain a +2 bonus with any skill or attack check made as part of a non-feat granted trick or advanced action

Kobolds just have 1 unique subrace, a variant of the dragon-blooded feats to make them more like my drakes than dragons.

Base Race: Kobold
Size/Type: Small biped Folk (1x1, Reach 1)
Attributes: +4 Dexterity, +2 Constitution, -2 Strength, -2 Intelligence
Qualities:
-Base Speed: 40ft
-Agile Defense: Your base defense increases by 1.
-Born Below: You may lower one of your attributes by 2 to immediately take Abide in Darkness
-Darkvision II: You ignore all ambient light penalties
-Iconic Classes: Burglar and Scout are Iconic Classes for Kobolds
-Iconic Specialties: You only gain your specialty feat if you are a Acrobat,  Adventurer, Artisan, Criminal, Merchant, Miner, Ranger, Rogue,  Vanguard or Warden.
-Lean Season: You need only 1 common meal per day.
-Light Sensitive: You suffer 20 points of flash damage when you enter a  more brightly lit area
-Slight: At any time, if you wish, you may be considered 1 size category  smaller for any skill, feat, or effect except wound points.
-Thick Hide 2: You're considered to be wearing partial armor that grants  DR 2. This does not stack with other armor.


Angel, angels and demons in my game are incarnations of positive and negative emotions/deeds, so Angels have a long list of 1-step subraces called Virtues, (you can guess what they're based on) and Demons have the same, called Vices. Angels also have Archon (inspired by the Ishtari from LotR) and Blood Angel (Angel of War). Demons have Nightmare/Fear Demons, and Dreamcatchers (creatures that feed on the memories of dreams, causing them to fade)

Base Race: Angel or Spirit
Size/Type: Medium biped Outsider Folk (1x1, Reach 1)
Attributes: +3 to Wisdom or Charisma
Qualities:
-Outsider Traits: Your attacks gain your Alignment and instead of dying, you are banished.
-Base Speed: 30ft
-Powerful Species: You never gain your first level career feat.
-Iconic Specialties: You only gain the specialty bonus feat from Adept, Bard, Cleric, Druid, Mystic, Physician, Shaman, Sorcerer, Vanguard, or Warden.
-Beneficent Spirit: When you make a mend check, or are able to aid someone in  making a medicine check, the amount healed is increased by your starting action dice. If the target  shares your alignment, this amount is increased to your Career Level, if higher. This only effects the  first mend check made on each target, each day.
-Banned Actions: You cannot make Lie or Mask checks.
-Darkvision I: You ignore the effects of dim and faint light.
-Resistances: You gain Cold and Electrical Resistance 10.
-Winged Flight: You gain a winged flight speed of 50ft.


Base Race: Demon or Spirit
Size/Type: Medium biped Outsider Folk (1x1, Reach 1)
Attributes: +2 Dexterity, +2 Intelligence, -2 Any
Qualities:
-Outsider Traits: Your attacks gain your Alignment and instead of dying, you are banished.
-Base Speed: 40ft
-Powerful Species: You never gain your 1st level career feat.
-Iconic Specialties: You only gain the specialty bonus feat from Aristocrat, Artisan, Corsair, Criminal, Gladiator, Lord, Merchant, Rogue, Swindler, or Sorcerer.
-Charming: Once per session you may improve the disposition of a non-adversary NPC by 5
-Dark Instinct: Targets with opposing alignments suffer a -2 penalty with skill checks targeting or opposing you
-Darkvision II: You ignore all ambient light penalties.
-Light-Sensitivity: You take 20 flash damage when entering a more  brightly lit area.
-Natural Attacks: You gain Claw I and Gore I natural attacks
-Sharp Mind: You gain 1 additional skill point per level
-Winged Flight: You gain a winged flight speed of 40ft.



Hopefully I'll be back soon with Specialties galore and to fill in requests long overdue.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on June 10, 2011, 04:21:27 PM
Talents and specialties. Hopefully I've cleared out everything that takes too many extra rules, or is borrowed from someone else (there were a couple), and with any luck it's generally readable- a lot of these are trying to fill in old Dnd, D20, or Iron Heroes base classes others are just concepts I'm not sure have been covered by other specialties. Any specialties with new feats I didn't feel were too odd or complicated are still listed, and their feats are at the bottom


Talents:

Ambitious
A Real Go-Getter
-Attributes: +1 to any attribute.
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5.
-Clever Knack: You and any teammates who can see or hear you gain a +5 bonus to the maximum complexity of items they may craft.
-Grace Under Pressure: You gain a +2 bonus to action die results.
-Origin Skill: You gain 1 additional Origin Skill

Cadian
You embody the beneficent horselords of Cadia.
-Attributes: +1 Constitution, +1 Wisdom
-Celebrated: Your Legend increases by 2
-Heroism: You gain a +1 bonus to all attacks and skill checks during Dramatic scenes.
-Origin Skill: Ride is an Origin Skill for you
-Tenacious Spirit: You gain 1 additional Vitality point per level

Creative
Great deeds are done by your hands
-Attributes: +2 Intelligence, -2 Dexterity
-Free Hint: Once per session you may request a free hint from the GM, if he refuses, you gain an action die.
-Inquisitive Mind: You gain 2 additional Interests.
-Origin Skill: You gain 2 additional Origin Skills
-Sharp Mind: You gain 1 additional skill point per level.

Eccentric
Crazy like a fox.
-Attributes: +2 to highest, -2 to next highest
-Child of Many Moons: You gain the Child of Many Moons feat.
-Inquisitive Mind: You gain 2 additional Interests.
-Origin Skill: You gain 1 additional Origin Skill
-Sharp Mind: You gain 1 additional skill point per level.

Eledite
Eledine is characterized by it's people's breadth of talent
-Attributes: +1 to Highest, +1 to Lowest
-Celebrated: Your Legend increases by 2
-Enlightened Skill: Choose 1 skill, your maximum ranks in that skill increase to your Career Level + 5
-Inquisitive Mind: You gain 2 additional interests
-Proficiency: You gain 1 additional proficiency

Ferrian
Sure, you're as brilliant as the next Ferrian, but that's really saying something.
-Attributes: +2 Intelligence
-Enlightened Crafting: Your maximum ranks in Craft increase to your Career Level + 5
-Enlightened Skills: Choose 2 skills, your maximum ranks in those skills increase to your Career Level + 5
-Sharp Mind: You gain 1 additional skill point per level

Iscirian
You can trace your heritage to the ancient knowledge and physical prowess obsessed kingdom of Iscir
-Attributes: +1 Strength, +1 Intelligence
-Aloof: When interacting with other species, the error range of your Sense Motive and Impress checks increases by 2
-Always Ready: You may always act during surprise rounds
-If I Recall...: You gain a +5 bonus to Knowledge checks
-Sterner Stuff: The Keen quality of all attacks targeting you is reduced by 4
-Unbreakable: Any attribute impairment you suffer is reduced by 1 (minimum 0)

Oldite
Oldas is built on a foundation of fellowship, as an icon of it's image you make friends easy.
-Attributes: +1 Wisdom, +1 to lowest two attributes
-Agile Defense: Your Base Defense increases by 1
-Elf-Friend: The starting disposition of non-adversary elves toward you increases by 5
-Linguist: You gain 3 additional Languages
-Origin Skill: Impress is an Origin skill for you

Pious
You're astonishingly devoted.
Prerequisites: Alignment
-Attributes: +1 to any one attribute, -1 to any one attribute
-Base Speed: 30ft
-Higher Calling: Characters with an opposing alignment take a -1 penalty with checks targeting or opposing you.
-Enlightened Skill: Choose one of your Alignment skills, that skill's maximum rank becomes your Career Level +5.
-Grace Under Pressure: You gain a +2 bonus to action die results.

Practiced
You have a rich, full background.
-Attributes: +1 to any one attribute, -1 to any one attribute
-Base Speed: 30ft
-Bonus Feat: Any 1 Background feat
-Sharp Mind: You gain 1 additional skill point per level
-Origin Skill: You gain 1 additional Origin Skill.

Selacian
You carry the soulful lineage of Selacia, holding both an affinity for and resistance to magic.
-Attributes: +1 Intelligence, +1 Charisma
-Burden of Ages: Any effect that heals or restores Vitality has only ½ it's normal effect (rounded up)
-Heroism: You gain a +1 bonus to all attacks and skill checks during Dramatic scenes.
-Higher Calling: Characters with opposing alignments suffer a -1 penalty with all opposed checks targeting you
-Last Chance: You may spend and roll 2 action dice to boost any save
-The Gift: You gain The Gift as a bonus feat

Sinister
Your genius is meticulously planned
-Attributes: +2 Intelligence, -2 Constitution
-Always Ready: You always act on surprise rounds
-Free Hint: Once per session you may request a free hint from the GM, if he refuses, you gain an action die
-If I Recall...: You gain a +5 bonus to knowledge checks
-Origin Skill: You gain 1 additional Origin Skill

[Subrace]
You are an Aasimar, Half-Elf, or other human subrace.
-Attributes: None
-Enlightened Skill: Choose one skill, your maximum rank with that skill increases to your Career Level + 5
-Subrace: You gain 2 species feats.

Tower
Though not necessarily a spellcaster, you are a member of the Pentarchy Arduum
-Attributes: +2 Intelligence
-Enlightened Spellcasting: Your maximum Spellcasting rank increases to your Career Level + 5.
-Free Hint: Once per session you may request a free hint from the GM, if he refuses, you gain an action die.
-Higher Calling: Characters with opposing alignments suffer a -1 penalty with skill checks targeting you.
-Inquisitive Mind: You gain 2 additional interests.

Twisted
Unpredictable doesn't even begin to describe you.
-Attributes: +2 to highest, -2 to lowest.
-Agile Defense: Your base defense increases by 1
-Origin Skills: You gain 2 additional origin skills
-Split Decision: As a full action you may simultaneously ready 2 actions each with seperate triggers and reactions, when one is triggered, the other is lost.
-Unbreakable: Any Attribute impairment you suffer is reduced by 1 (minimum 0)

Zorrainian
Your country was built by nomads and merchants and founded by legendary travelers and wordsmiths.
-Attributes: +1 Constitution, +1 Charisma
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5.
-Free Hint: Once per session you may request a free hint from the GM, if he refuses, you gain an action die.
-Linguist: You gain 3 additional Languages
-Origin Skills: You gain 2 additional Origin Skills


Specialties:


Advocate
You may not be a knight, but no one can tell by looking
-Bonus Feat: Personal Lieutenant
-Charming: Once per session you may improve the disposition of one non-adversary NPC by 5
-Crunch!: Your STR based damage rolls inflict 1 additional damage
-Step In: Once per combat you may choose to receive all damage from 1 attack made against an adjacent character. Your DR and Resistances apply normally.
-Style Expert: You're considered to have 2 additional Style feats.

Agent
You're a spy, trained in stealth and deception
-Bonus Feat: Basic Skill Mastery (Spy)
-Attribute Training: The lower of your Wisdom and Charisma increases by 1
-Covert Expert: You're considered to have 2 additional Covert feats
-Linguist: You gain 3 additional languages
-Practiced Investigate: If you spend an action die to boost an Investigate check and it still fails, you gain the die back after the action is resolved.
-Trackless Step: The DCs of Tracking checks to follow your trail increase by 10

Alchemist
A bubbling brew is your cup of tea.
-Bonus Feat: Alchemy Basics
-Attribute Training: The lower of your Constitution and Intelligence increases by 1
-Crafting Focus: You gain the (Chemistry) crafting focus
-Improvised Alchemy: You're always considered to have a Chemist's Kit
-Inquisitive Mind: You gain 2 additional Interests
-Thrifty: Your Prudence rises by 2

Archivist
Spellbook? You mean you only have one?
-Bonus Feat: Scribing Basics
-Inquisitive Mind: You gain 2 additional interests
-Inscription Focus: You gain the Inscription crafting focus
-Mage Quill: You're always considered to have a Scribe's Kit.
-Paired Skills: Whenever you gain ranks in the Spellcasting skill, you also gain ranks in Investigate
-Thrifty: Your Prudence rises by 2

Artificer
You have a bit more than just a talent for crafting.
-Bonus Feat: Essence Binding Basics.
-Attribute Training: The lower of your Intelligence and Wisdom increases by 1.
-Gear Expert: You're considered to have 2 additional gear feats.
-Paired Skills: Whenever you gain ranks in Spellcasting you gain an equal number of ranks in Crafting. This may not allow you to exceed your max ranks.
-Thrifty: Your Prudence rises by 2.

Auspician
If luck were legal currency, you would be a master of
the economy.
-Bonus Feat: Black Cat
-Encouragement: Once per scene you may take a minute to grant one ally a +1 morale bonus to saves
-More than Luck: Your starting action dice increase by 1
-Return the Favor: You gain the Return the Favor trick.
-Tenacious Spirit: You gain 1 additional vitality point per level

Bandit
You make your money out on the road.
-Bonus Feat: Bushwack Basics
-Camouflage: Choose 1 Terrain type. You gain a +5 gear bonus with Blend checks in that terrain.
-Infamous: You may purchase Infamous Renown for 20 reputation per rank.
-Origin Skill: You gain 1 additional origin skill.
-Trackless Step: The DCs of Survival checks made to track you increase by 10.

Brawler
You can be found wherever there's a drunken sot with a
coin to his name
-Bonus Feat: Any One Unarmed Combat Feat
-Agile Defense: Your base defense increases by 1
-Harsh Beating: The Fort save DCs of subdual damage you inflict are increased by 4
-Unarmed Combat Expert: You're considered to have 2 additional Unarmed Combat feats.
-Unarmed Proficiency: You gain the Unarmed Proficiency
-Unbreakable: All Attribute impairment you suffer is reduced by 1

Commando
It's like hunting... of a sort.
-Bonus Feat: Nightfighting
-Favored Foes: Choose 2 types. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters of the chosen types. You may choose an additional type at levels 6, 11, and 16.
-Paired Skills: Whenever you gain ranks in Sneak, you also gain ranks in Tactics
-Trackless Step: The DCs of Survival checks made to track you increase by 10.

Conscript
You've lived through at least one gladiatorial ring, and
that's one more than most.
-Bonus Feat: Wolf Pack Basics
-Agile Defense: Your base defense increases by 1
-Glory-Bound: You may purchase Heroic Renown for 20 reputation per rank.
-Stand Together: You gain a +2 morale bonus to defense and saves when two adjacent characters share your species.
-Thick Hide 2: You're considered to be wearing partial armor that grants DR 2

Custodian
Those you stand beside are nothing less than brothers.
-Bonus Feat: The Extra Mile
-Field Medicine: You're always considered to have a Doctor's Bag
-Encouragement: Once per scene you may take a minute to grant one ally a +1 morale bonus to saves
-Heroism: During Dramatic scenes you gain a +1 bonus to attack and skill chekcs
-Step In: Once per combat you may choose to receive all damage from 1 attack made against an adjacent character. Your DR and Resistances apply normally.

Deadeye
Split his arrow in two? Then I only need one arrow.
-Bonus Feat: Bullseye
-Bow Hunter: You gain a +2 bonus to damage against standard characters when you use a bow
-Bow Proficiency: You gain Bow Proficiency and Forte
-One Shot: You gain the One Shot trick.
-Paired Skills: Whenever you gain ranks in Search, you also gain ranks in Tactics

Devotee
Your whole life has seen constant devotion to a cause,
deity, or order.
Prerequisites: Alignment
-Bonus Feat: Blessed
-Attribute Bonus: The lower of your Wisdom and Charisma increases by 1.
-Ritual Weapon Mastery: You gain proficiency and forte in your ritual weapon's class.
-Guidance: Once per session you may ask the GM for a free hint, if they refuse, you gain one action die.
-Tenacious Spirit: You gain 1 extra vitality point per level.

Enthusiast
You might not know what that monsters called, but
gosh this is exciting.
-Bonus Feat: Bloodstain Resistant
-Flashy: Your Panache increases by 2
-Inquisitive Mind: You gain 2 additional interests
-Noble Blood: You may purchase Noble Renown for 20 reputation per rank
-Origin Skill: You gain 1 additional Origin skill.

Ethereal
You've spent your share of time in the Ether
-Bonus Feat: Mist Basics
-Agile Defense: Your base defense increases by 1
-Inquisitive Mind: You gain 2 additional Interests.
-Glory-Bound: You may purchase Heroic Renown for 20 reputation per rank
-Tenacious Spirit: You gain 1 additional vitality point per level

Fence
You make deals where others cannot.
-Bonus Feat: Concealed Carry
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5.
-Inquisitive Mind: You gain 2 additional Interests.
-Paired Skills: Whenever you gain ranks in Prestidigitation, you gain an equal number of ranks in Haggle
-Thrifty: Your Prudence increases by 2

Harrier
Did anyone see where that last shot came from?!
-Bonus Feat: Any one Ranged Combat Feat
-Fast: Your base speed increases by 10ft
-Paired Skills: Whenever you gain ranks in Acrobatics, you also gain ranks in Sneak
-Parting Shot: You gain the Parting Shot trick.
-Ranged Combat Expert: You're considered to have 2 additional Ranged Combat feats.

Hedge Wizard
If you had training at all, it was unconventional to say the least
Prerequisites: Spellcasting 1+ ranks
-Bonus Feat: Primer
-Paired Skills: Whenever you gain ranks in Spellcasting, you gain an equal number of ranks in Survival, this cannot cause you to exceed your maximum skill rank.
-Trackless Step: The DCs of tracking checks to follow your trail increase by 10.
-Turning: Choose a Type from the following list:[/b] animal, beast, construct, elemental, fey, horror, outsider, plant, spirit, or undead. Once per combat you may Turn characters of this Type

Heritor
Your claim to fame runs in the family.
-Bonus Feat: Ancestral Relic
Celebrated: Your Legend rises by 2
-Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
-Heroism: You gain a +1 bonus with all attack and skill checks you make during Dramatic scenes.
-Glory-Bound: You can purchase Heroic Renown for 20 reputation

Hexblade
You twist the fate of others, whether by accident or maliciously.
-Bonus Feat: Black Cat
-Agile Defense: Your Base Defense increases by 1
-Attribute Training: The lower of your Intelligence and Charisma rises by 1.
-Extra Trick: You gain the Cheap Shot trick.
-Luck Expert: You're considered to have 2 additional Chance feats.
-Terrifying Look: The Will save DCs of all stress damage you inflict increase by 4.

Hospitaller
You only get mistaken for a traveling medic once.
-Bonus Feat: Bandage
-Agile Defense: Your base defense increases by 1.
-Glory-Bound: You may purchase Heroic Renown for 20 reputation per rank.
-Hospitaler: You're always considered to have a Doctor's Bag.
-Paired Skills: Whenever you gain ranks in Intimidate, you also gain ranks in Medicine.

Knight
You are a stalwart and unflappable warrior.
-Bonus Feat: Cleave Basics
-Celebrated: Your Legend rises by 2.
-Encouragement: Once per scene you may speak to one of your teammates for 1 minute granting them a +1 morale bonus to saves.
-Heroism: During Dramatic scenes you gain a +1 bonus to all attack and skill checks.
-Paired Skills: When you gain ranks in Ride, you gain an equal number of ranks in Athletics, this cannot cause you to exceed your maximum rank.

Mask
No one knows but you.
-Bonus Feat: Divided Loyalties
-Attribute Training: The lower of your Wisdom and Charisma increases by 1
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5
-Inquisitive Mind: You gain 2 additional interests
-Paired Skills: Whenever you gain ranks in Blend, you also gain ranks in Bluff
-Ready Disguise: You're always considered to have Actor's Props.

Mercenary (II)
There's no shame in being a sell-sword.
-Bonus Feat: Extra Contact
-Charming: Once per session you may improve the disposition of one non-adversary NPC by 5
-Crunch!: Your STR based damage rolls inflict 1 additional damage
-Extra Proficiency: You gain one extra proficiency
-Inquisitive Mind: You gain 2 additional Interests
-Thrifty: Your Prudence rises by 2

Mountebank
You can somehow be the center of attention yet disappear at the drop of a hat.
-Bonus Feat: Surge of Speed
-Attribute Training: The lower of your Dexterity and Charisma increases by 1.
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5
-Origin Skill: You gain 1 additional Origin Skill.
-Paired Skills: Whenever you gain ranks in Prestidigitation, you also gain ranks in Sneak
-Trackless Step: The DCs of Survival checks made to track you increase by 10.

Native
Civilization is a quaint amusement.
-Bonus Feat: Pathfinder Basics
-Camouflage: Choose 1 terrain type, you gain a +5 gear bonus to Blend in that terrain
-Game Hunter: You inflict 2 additional damage on standard animals and beasts
-Paired Skills: Whenever you gain ranks in Survival, you also gain ranks in Tactics

Nexus
You're a veritable font of magical power.
Prerequisite: 2+ Spell Points
-Bonus Feat: Mana Bond Basics
-Attribute Training: The lower of your Intelligence and Charisma increases by 1
-Natural Magic: You're always considered to have a Spellcasting Kit
-Practiced Spellcasting: If you spend an action die on a Spellcasting check and the check still fails, you gain the action die back after the action is resolved
-Turning: Choose 1 type besides Folk, once per combat you may turn creatures with that type.

Occultist
Yeah, you've read that somewhere.
-Bonus Feat: Scroll Casting
-Inscription Focus: You gain the Inscription crafting focus
-Origin Skill: Crafting is an Origin skill for you.
-Experienced: You gain a 20% discount when purchasing scrolls.
-Thrifty: Your Prudence rises by 2
-Well Read: Languages never have requisite Studies for you.

Oracle
Even the Elves can't see as far as you.
-Bonus Feat: Mark
-Animal Empathy: The disposition of non-adversary animals is increased by 5
-Attribute Training: The lower of your Wisdom and Charisma increases by 1
-Free Hint: Once per session you may request a free hint from the GM, if the hint is refused, you instead gain 1 action die.
-Natural Elegance: Your Appearance bonus increases by 1.
-Paired Skills: Whenever you gain ranks in Spellcasting, you also gain ranks in Sense Motive

Outrider
You are the wilderness scout, the uncatchable shadow
in the wood.
-Bonus Feat: Charging Basics
-Bow Hunter: You inflict 2 additional damage to standard characters when using a bow.
-Fast: Your base speed increases by 10 feet.
-Sharp Mind: You gain 1 additional skill point each level.
-Trackless Step: The DCs of checks made to track you increase by 10.

Proprietor
It may have come hard, but it's yours
-Bonus Feat: Extra Holding
-Natural Elegance: Your Appearance bonus increases by 1.
-Noble Blood: You may purchase noble renown for 20 reputation per rank
-Origin Skill: You gain 1 additional Origin Skill
-Thrifty: Your Prudence rises by 2

Raider
You make a name for yourself.
-Bonus Feat: Quick Draw
-Fast: Your base speed increases by 10ft
-Infamous: You may purchase Infamous Renown for 20 reputation per rank.
-Paired Skills: Whenever you gain ranks in Ride, you also gain ranks in Tactics.

Rebel
You have a voice far louder than most.
-Bonus Feat: Aggro Basics
-Agile Defense: Your base defense increases by 1
-Paired Skills: Whenever you gain ranks in Intimidate, you also gain ranks in Resolve.
-Tenacious Spirit: You gain 1 additional Vitality point per level
-Unbreakable: All Attribute impairment you suffer is reduced by 1

Revenant
You have a long memory
-Bonus Feat: Nemesis Basics
-Favored Foes: Choose 2 types. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters of the chosen types. You may choose an additional type at levels 6, 11, and 16.
-Heroism: You gain a +1 bonus to attack and skill checks during Dramatic scenes.
-Retribution: You gain the Retribution Trick (AC pg 141.)
-Trackless Step: The DCs of Tracking checks made to follow your trail increase by 10.

Samurai
You are a noble warrior, likely one in a long-standing line.
-Bonus Feat: Armor Basics
-Decisive: You receive a +5 bonus to Initiative
-Noble Blood: You may purchase Noble renown for 20 points per rank.
-Proficiency: You receive Bow and Edged proficiency

Shadow
You're a bit more than a simple cutpurse.
-Bonus Feat: Ghost Basics
-Harsh Beating: The Fort save DCs of Subdual Damage you inflict increase by 4
-Master Thief: You're always considered to have Thieves Tools
-Paired Skills: Whenever you gain ranks in Sneak you also gain ranks in Blend.
-Terrifying Look: The Will save DCs of Stress Damage you inflict increase by 4

Sharper
People just keep giving you money.
-Bonus Feat: Gambler
-Flashy: Your Panache increases by 2
-Free Hint: Once per sessions you may request a free hint from the GM, if he refuses you gain 1 action die.
-Linguist: You gain 3 additional languages.
-Paired Skills: Whenever you gain ranks in Sense Motive, you gain an equal number of ranks in Bluff.

Silver-Tongue
Your prose is nothing if not purple.
-Bonus Feat: Repartee Basics
-Charming: Once per session you may improve the disposition of one non-adversary NPC by 5
-Encouragement: Once per scene you may take a minute to grant one ally a +1 morale bonus to saves
-Flashy: Your Panache rises by 2
-Free Hint: Once per session you may request a free hint from the GM, if the hint is refused, you instead gain 1 action die.
-Linguist: You gain 3 additional languages

Slave (II)
You've led a hard life in the service of others.
-Bonus Feat: Combat Vigor
-Agile Defense: Your base defense is increased by 1.
-Attribute Training: The lower of your Strength and Constitution is increased by 1.
-Extra Proficiency: You gain 1 extra proficiency
-Practiced Athletics: If you spend an action die to boost an Athletics roll and it still fails, you gain the action die back when the action is resolved.
-Thick Hide 2: You're considered to be wearing partial armor that grants DR 2.

Soulknife
A master of the ethereal blade.
-Bonus Feat: Soulknife Basics
-Agile Defense: Your base defense increases by 1
-Attribute Training: The lower of your Wisdom or Charisma rises by 1
-Last Chance: You may spend and roll 2 AD to boost any save.
-Proficiencies: You gain 2 additional proficiencies

Stone Speaker
A blessed birth is a sign of Morax's favor.
Prerequisite: Kas'Silash alignment
-Bonus Feat: Spell Power
-Inquisitive Mind: you gain 2 additional Interests
-Natural Elegance: Your Appearance bonus increases by 1
-Paired Skills: Whenever you gain ranks in the Spellcasting skill, you also gain ranks in Athletics
-Terrifying Look: The Will save DCs of stress damage you inflict increase by 4
-Thick Hide 2: You're considered to be wearing partial armor that grants DR 2

Stronghold Survivor
Subject to alchemical hardening and magical reinforcement from birth left you with little social life
-Bonus Feat: Alchemy Basics
-Contagion Sense: You may roll twice when making fort saves prompted by disease and poison, keeping the result you prefer.
-Harried Resolve:Whenever you gain ranks in the Crafting skill, you gain an equal number of ranks in Resolve, this may not cause you to exceed your maximum skill rank.
-Tenacious Spirit:You gain 1 additional vitality point per level.

Tracker
Possibly military or mercenary, your skills for rooting out foes are impressive
-Bonus Feat: Mark
-Commissioned: You may purchase Military Renown for 20 reputation per rank
-Free Hint: Once per session you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
-Origin Skill: You gain Notice as a Origin Skill
-Practiced Sense Motive: If you spend an action die to boost a Sense Motive check and it still fails, you gain the die back after the action is resolved.

Veteran
Been there, done that.
-Bonus Feat: Misdirection Basics
-Encouragement: Once per scene you may spend a minute to grant a teammate a +1 bonus to all saves.
-Extra Proficiency: You gain 2 extra proficiencies
-Origin Skill: You gain 1 additional Origin skill.
-Tenacious Spirit: You gain 1 additional vitality point per level

Vice
You share blood with a demon, a spirit of negative or violent emotion.
-Bonus Feat: Devilish Heritage
-Fast: One of your speeds increases by 10ft.
-Sharp Mind: You gain 1 additional skill point per level
-Silver Tongue: You're considered to have 2 additional style feats for any ability based on that number.

Vigilante
You don't need to work within the bounds.
-Bonus Feat: Mobility Basics
-Charming: Once per session you may improve the disposition of one non-adversary NPC by 5
-Fast: Your base speed increases by 10ft
-Harsh Beating: The Fort save DCs of Subdual damage you inflict are increased by 4
-Trackless Step: The DCs of Survival checks made to track you increase by 10.

Virtue
You share blood with an angel, a spirit of benevolent emotion
-Bonus Feat: Angelic Heritage
-Angelic Insight: Once per session you may request a free hint from the GM. If he refuses, you gain one bonus action die
-More Than Luck: You gain 1 additional starting action die
-Tongues: You gain 2 additional languages

Warlock
When you absolutely need power, the end justifies the means
-Bonus Feat: Blood Apprentice
-Attribute Training: The lower of your Constitution and Charisma increases by 1.
-Beguiling: When you successfully Taunt a Standard Character, you may decline the standard result to have your target become fixated on you for a number of rounds equal to your Charisma score.
-Manual Magic: You're always considered to have a Spellcasting kit.
-Paired Skills: Whenever you gain ranks in Spellcasting, you gain an equal number of ranks in Bluff. This cannot cause you to exceed your maximum ranks.

Warlord
Anyone can plan an ambush, you move armies.
-Bonus Feat: Horde Basics
-Attribute Training: The lower of your Constitution and Charisma is increased by 1
-Commissioned: You may purchase Military Renown  for20 reputation per rank.
-Heroism: During Dramatic scenes you gain a +1 bonus to attack and skill chekcs
-Paired Skills: Whenever you gain ranks in Tactics you also gain ranks in Intimidate.

Weapon Master
What? Never seen anyone do that with an axe before?
-Bonus Feat: Any one Melee Combat Feat
-Attribute Training: The lower of your Strength and Dexterity increases by 1.
-Crunch!: Your STR based damage rolls inflict 1 additional damage
-Extra Proficiencies: You gain 2 additional proficiencies
-Field Smith: You're always considered to have a Smith's Kit
-Melee Combat Expert: You're considered to have 2 additional Melee Combat feats

Feats

Ancestral Relic [Gear]
You've been bestowed a kingly gift.
Benefit: You gain a magic item of your level worth no more than 20 reputation that doesn't count against your total prizes, it otherwise functions as a normal magic item, except that the item level may be increased as if it were an artifact. You either must pay the silver cost for the item, or already have it in your possession, otherwise it may be any object with a complexity of 15 or less, gained at no cost. If the item is lost you lose Reputation equal to your Career Level and it is replaced at the start of the next adventure.

Blood Apprentice [Spellcasting]
Prerequisites: Spellcasting 1+ ranks
Benefit: You gain a stance:
Blood Magic (Stance): While in this stance, you may spend wound points in place of spell points. If you choose to do so, your spell DCs are increased by your Con modifier (minimum +1) or your starting action dice, whichever is lower. While in this stance you do not heal naturally and all healing effects have only half normal effect on you, and any effect that causes you to gain temporary spell points gives you temporary wound points instead.

Blood Magus [Spellcasting]
Prerequisites: Spellcasting 1+ ranks, Blood Apprentice
Benefit: While in your Blood Magic stance, you are always considered to have a Spellcasting Kit, also, you gain two tricks:
Blood Siphon (Spellcasting Trick): When you cast a spell, you may spend 2 additional spell points to choose up to 3 willing targets within 30ft, using their spell points (or wound points, if you are in your blood mage stance), you may divide the cost up between any allies targeted and yourself, and you may choose to use the Charisma (or Constitution, if in your stance) of the character who is accounting most of the cost in place of your own (if this is you, you must use your own).
Through the Blood (Spellcasting Trick): When casting a non-harmless spell, you may double the casting time and have the spell also effect you to lower the spell's level by 1, if it is an attack spell, it automatically hits you, if it allows a reflex save for half damage, you do not receive a save but the damage is halved.

Blood Warlock [Spellcasting]
Prerequisites: Spellcasting 1+ ranks, Blood Magus
Benefit: Once per opponent per scene, when a target makes a save against a terminal spell you cast, you may inflict a grade of Fatigued or Shaken upon them, you also gain a trick
Blood Draw (Spellcasting Trick): You may draw blood and spellpower from even the unwilling, when you cast a spell, choose a standard character adjacent to the target (if the spell is targeted) or yourself (if the spell has an area), if that standard character's Constitution is lower than yours, they automatically fail their damage save, otherwise, they take 4 points of Constitution impairment, regardless, the spell costs 1 less spell point than normal to cast. You may use this ability once per scene for every spellcasting feat you have, but never more than once per round.

Bloodstain Resistant [Style]
You are never mussed by unsightly stains
Benefit: You gain a bonus to Defense equal to your Lifestyle's Appearance modifier. You lose this bonus any time you wear armor with a Disguise penalty higher than -4

Concealed Carry [Covert]
You're never without a weapon, even after being patted down.
Benefit: You gain a +10 bonus to stash items on your person.

Divided Loyalties [Style]
You play a dangerous game
Prerequisites: Any 1 Alignment.
Benefit: You gain 1 additional alignment and may gain levels in 2 different Master Classes. Also, if a character learns of your alignment against your will, you may spend 1 action die to choose which alignment he discovers, otherwise he discovers both.

Gambler [Style]
Even in your free time your life is on the line.
Benefit: You may increase your error range by 1 with Prestidigitation and Sense Motive to add your Appearance modifier to the result. Further, each time you would gain your Lifestyle income you may attempt a DC 20 Knowledge check, with a success your income is doubled, with a failure, it is reduced to zero

Mana Bond Basics [Spellcasting]
You trade traditional spellcasting for magic that makes your life easier.
Prerequisites: 2+ Spell points
Benefits: You may use your Charisma score or Spellcasting Bonus in place of Strength when determining carrying capacity.
Also, at the start of each adventure, you may choose to lower your maximum spell points by 2, if you do, you gain the spell Magic Missile as a 0th level spell that requires a full action to cast, and your reach for Handle Item and Grapple actions increases to Close Range. Grapples you initiate in this way may be ended as a free action, but otherwise function as normal.

Mana Bond Mastery [Spellcasting]
Magic is a casual thing to you
Prerequisites: 4+ Spell points, Mana Bond Basics
Benefits: At the start of every adventure, you may choose to lower your maximum spell points by 2 for the rest of the adventure, if you do, you may choose one of the following skills, substituting your Spellcasting (Int) bonus in their place: Acrobatics, Athletics, Crafting, or Investigate.  Also, you gain a trick:
Mage Strike (Attack Trick) You may substitute your Spellcasting (Int) bonus for your attack bonus. If the attack misses you become flat-footed at the end of your Initiative Count. You may use this trick as many times per combat as you have Spellcasting feats.

Mana Bond Supremacy [Spellcasting]
However, there is no doubt you can still bend it to your will
Prerequisites: Mana Bond Mastery
Benefits: When choosing which skills to substitute Spellcasting for, you may choose any 2 skills available to you. Also, you gain a stance:
Mage Shield (Stance): When you take this stance, you expend 2 spell points, however, as long as you remain in this stance , your defense increases by your Starting Action Dice, you gain Spell Defense equal to (½  current spell points + 12) and you gain Force and Fire damage resistance equal to your current spell points

Mist Basics [Spellcasting]
You're a master of the incorporeal
Prerequisites: Special Character Only, Wisdom 13+
Benefits: Once per opponent per combat, if you  miss with an attack, you may cancel the action to take a  Taunt or Threaten action as a free action. Also, you  gain at trick:
Shroud of Mists (Stance): Spells targeting you have  their Casting Level reduced by your Starting Action Dice (minimum 1) for you only. You may allow spells through this effect, and this does not affect persisting spells cast before you entered this stance.

Mist Mastery [Spellcasting]
You wield the dream mists of the Ether as readily as the divine.
Prerequisites: Mist Basics
Benefits: When targeting you, opponents are considered to have 1 lower grade of Darkvision, if they  have no Darkvision, they instead gain Night-Blind, also, you gain a trick:
Miasma (Tire Trick): If you succeed, your target's speed also drops by 10ft, if this would drop their speed to 10ft or less, they instead become prone and cannot take the reposition action for a number of rounds equal to your Wisdom modifier, or until they have no grades of fatigued and no subdual damage, whichever comes first. You may use this ability a number of times per combat equal to the number of Spellcasting feats you  have, and never more than once a round.

Mist Supremacy [Spellcasting]
With just a moment's meditation you can fade from corporeality
Prerequisites: Mist Mastery
Benefits:  For every 2 by which you beat your target's defense, their Sight increments are reduced by 10ft, only the highest reduction applies. If this reduces them to 0ft or lower, they are blinded for 1 round and their Sight increment rises to 10ft. Also, you gain a trick:
Sublimate Form (Total Defense Trick): So long as you do not move, you become incorporeal until your
next initiative count

Primer [Spellcasting]
Prerequisites: Resolve 6+ Ranks
Benefit: You gain one primer or sign from the Primer ability, it carries all the standard restrictions, but if this feat is the only place you receive signs or primers from, you must make a Resolve check (DC 20) to cast the sign, if you fail, the sign is not cast and you gain one grade of baffled

Soulknife Basics [Spellcasting]
Able to condense magical energies into physical, almost entirely real weapons, your unorthodox style of magic is sure to be remembered, especially by your foes.
Prerequisites: Special Character Only, Charisma 13+, Unarmed Forte and Edged or Blunt Forte
Benefits: Whenever you take a Coup De Grace or Refresh action, you may enter a stance as a free action, also, you gain a stance:
Manifest Weapon (Stance): Upon taking this stance, choose one specific melee weapon you can wield (such as "Longsword"), your Unarmed attack's damage and qualities are replaced by those of the chosen weapon. Taking this stance is considered "drawing" a weapon for feats and effects and you're considered to be wielding that weapon for all feats, tricks, and effects except weight.

Soulknife Mastery [Spellcasting]
Your weapon's pseudocorporeality has it's own unique perks.
Prerequisites: Soulknife Basics
Benefits: When you take your Manifest Weapon stance, you may add Upgrades with a combined complexity increase of up to +2 for every Spellcasting Feat you have (minimum +5), also, you may manifest two different weapons at once, allowing you to use the Two-Weapon feats.
Discharge Blade (Unarmed Attack Trick): If you are in your Manifest Weapon stance, you may choose to inflict extra damage on this attack equal to 1d4 + Your Starting Action Dice, if you do, you lose your Manifest Weapon stance. You cannot enter your Manifest Weapon stance on the same turn you use this trick. You may use this trick a number of times per combat equal to the number of Spellcasting feats you have.

Soulknife Supremacy [Spellcasting]
More than an magical weapon, an entire, ever-shifting aresenal.
Prerequisites: Soulknife Mastery
Benefits: When you take your Manifest Weapon stance, you may choose Hurled weapons, you may make a number of attacks equal to one Stack size, then lose your stance.
Steelshift (Unarmed Attack Trick): Choose Adamantine, Cold Iron, Mithril, Obsidian, or Silver, your attack gains the benefits of that material and is considered to have that upgrade for all effects.


Edit: Deleted some page breaks, lost a little formatting, it'll have to do.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on June 10, 2011, 04:32:58 PM
Just an extra addendum, the only thing I've really worked on in the mean time has been a few feats here and there, here's the list of those:

Improved [Weapon] Critical - Feats that give alternate, additional, or otherwise nifty effects on criticals
New Chance Feats - I didn't have many of these so I worked up a few more, I might just post these regardless, I like'em
Court Magic - 4 Changeling (nWoD) inspired magic, though only generally inspired, the idea was to have feats that grant fluff magic abilities that players could improvise with. I like these a lot too, but I understand they might not be for everyone.
Familiar Feats - 4 feats that hopefully encompass all the varieties of dominate-slaves, mindless golems, familiars, and homonculi, with extra feats for Construct (gear) and Magical Beast (Spellcasting) PLs, and a few more to boost APs and PLs
Intimidating Feats - Comely-style Intimidate-based tree.


Edit: New Page! Hell! Make sure you check one page back for 50 specialties, 16 talents, and 18 feats!


As always, please tell me what you think, I'm a sucker for feedback.
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: paddyfool on June 11, 2011, 02:15:54 AM
Epic...
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Glacialis on June 11, 2011, 05:56:23 AM
Holy hell that is a Texas crapton of awesomeness. Thank you for sharing your hard work with us!

This could keep the FantasycraftDB busy for a while. ;)
Title: Re: [Fantasy Craft] A Whole Lotta Everything
Post by: Deral on June 11, 2011, 08:42:01 PM
Thanks for checking it out, guys, hopefully someone will find some of it useful-

While I update the OP and try to figure out where my old request queue has gotten off to, here are a few of the feats I mentioned above

Note on Improved Critical Prereq's: I consolidated the Club/Flail/Hammer/Whip/etc basics/mastery/supremacy feats into three trees of three feats, Blunt/Edged/Ranged Weapon Basics/Mastery/Supremacy (well, with a "moves" feat in there, too)- the prereq in my game is just that "X Weapon Basics," which meshes slightly better

Improved Blunt Weapon Critical [Melee Combat]
When the pressure is on, your performance is a sight to behold
Prerequisites: Any 1 "Basics" Melee Combat Feat
Benefit: Choose 1 weapon type, your threat range with that weapon type increases by 1 and you gain listed benefit with weapons of that type:
   Clubs: +1 Threat Range (total +2)
   Flails: On a threat, instead of the usual result, you may spend action dice to gain 2 Free Attacks for each die spent
   Hammers: The target of an activated critical is also baffled.
   Shields: On a threat, instead of the usual result, you may roll the attack again, using the threat for the next attack instead (which may be activated as normal, if still a threat).
   Staves: On a threat, instead of the usual result, you may choose to spend 1 action die, if you do, you gain 2 D4 action dice at the end of the combat.
   Whips: The target of an activated critical is also entangled for 1d6 rounds.
   Note: This feat may be taken multiple times, each time granting the bonuses to a different weapon type.

Improved Edged Weapon Critical [Melee Combat]
When the pressure is on, your performance is a sight to behold
Prerequisites: Any 1 "Basics" Melee Combat Feat
Benefit: Choose 1 weapon type, your threat range with that weapon type increases by 1 and you gain listed benefit with weapons of that type:
   Axes: +1 Threat Range (total +2)
   Fencing Blades: The target of an activated critical takes your choice of your damage or their melee or unarmed damage.
   Knives: The first attack you make each combat gains +4 threat range.
   Swords: After activating a critical you may apply a trick to your attack, or change the trick that has been applied to the attack.
   Greatswords: When you roll a threat, your next attack gains +1 damage, if that attack is also a threat this bonus increases to +2, then +3 and so on until a non-threat is rolled.
   Polearms: Attacks targeting the victim of one of your activated criticals have their Keen quality increased by 4 (This keen quality may not be increased more than twice per combat per opponent).
   Spears: With an activated critical you may move a number of adjacent opponents equal to your Starting Action dice 5ft directly away from you.
   Note: This feat may be taken multiple times, each time granting the bonuses to a different weapon type.


Improved Ranged Weapon Critical [Melee Combat]
When the pressure is on, your performance is a sight to behold
Prerequisites: Any 1 "Basics" Ranged Combat Feat
Benefit: Choose 1 weapon type, your threat range with that weapon type increases by 1 and you gain listed benefit with weapons of that type:
   Bow: On a threat, instead of the usual result, you may spend action dice to give a number of subsequent attacks equal to action dice spent the same total attack result. These attacks are not threats and may not be activated
   Crossbow: On a threat, instead of the usual result, you may spend action dice, each die spent in this way gives you a +10 to your attack result
   Grenade: Each target affected by an activated critical has their speed dropped to 0 (allowing only 5ft steps) for 1d6 rounds
   Sidearm: On a threat, instead of the usual result, you may spend an action die to ignore the Load quality for this attack (additional action dice may be spent to ignore the quality on subsequent attacks)
   Longarm: On a threat, instead of the usual result, you may spend an action die to deal double damage
   Thrown: On a threat, instead of the usual result, you may spend an action die to immediately make another Standard attack against a different target, that target is flat-footed against this attack.
   Note: This feat may be taken multiple times, each time granting the bonuses to a different weapon type.

These two aren't anything fancy, censored for FC's original Personal Lieutenant's sake (which has been narrowed to "You control an NPC with the same type as you and/or the Folk or Fey type with an XP value...") :

Engineered Assistant [Gear]
You make your own help.
Prerequisites:  Player Character only.
Benefit: As original Personal Lieutenant except: "You control a Construct NPC with an XP value no greater than 50 + 5 x the permanent Gear feats you have."

Magical Totem [Spellcasting]
Your magical nature has bound a spirit to your aid
Prerequisites:  Player Character only.
Benefit: As original Personal Lieutenant except: "You control a Beast NPC with an XP value no greater than 50 + 5 x the permanent Spellcasting feats you have."

But they're here for these purposes:

Familiar [Spellcasting]
Your companion is a familiar spirit
Prerequisites: Animal Partner, Engineered Assistant, Magical Totem, or Personal Lieutenant
Benefit: Choose 1 of the prerequisite feats, the NPC granted by that feat becomes your familiar (gaining the Outsider type and trading in the Animal type for the Beast type, if applicable). Unless magically bound, your familiar may be summoned to your side as a full action, and as long as you're within Close Range of one another, you both gain one of the following: Always Ready, Cagey I, Critical Surge, Grueling Combatant, or Improved Stability.
    Note: Choose Gear, Style, or Terrain, this feat counts as a feat of that type.

Familiar Conduit [Spellcasting]
It may seem to be it's own entity, but you're more closely bonded than would be imagined
Prerequisites: Familiar
Benefit: You and your Familiar now grant one another 2 NPC qualities while within Close Range, or one of the following: Battering, Beguiling, Bright I, Charge Attack, Fearsome, or Tough I.
   Also, choose one of the following, you gain the listed benefits:
   Arcane Caster: Your Familiar gains a Spellcasting bonus equal to yours and may spend your spell points to cast spells you know
   Divine Caster: Your Familiar gains your alignment and as long as you're within Close Range, gains the benefits of a number of Path steps you have equal to your Starting Action Dice + 1
   Other/Non-Caster: While within Close Range, your Familiar may use the higher of your and it's Base Initiative and Base Saving Throw bonuses
   Note: Choose Gear, Style, or Terrain, this feat counts as a feat of that type.

Familiar Servant [Spellcasting]
Your familiar is a bonded servant, either etherally, magically, or through death
Prerequisites:  Familiar
Benefit: Your familiar may gain the Elemental, Horror, Outsider, or Undead types and may be commanded to do anything without a check, regardless of threat to life and limb. Also, if your Familiar is killed, you only lose ½ the normal reputation (if you also have Familiar Spirit, you only lose ¼ your maximum vitality, and it does not cause you to become fatigued).
   Note: Choose Gear, Style, or Terrain, this feat counts as a feat of that type.

Familiar Spirit [Spellcasting]
The bond you share with your familiar is incomparable
Prerequisites:  Familiar
Benefit: You may call your familiar to your side as a half action and so long as there is room to support you and you may spend an action die to trade places with your familiar or call yourself to their side as a full action.
   Also, when your Familiar is killed, you lose Vitality equal to ½ your maximum (if this drops you to 0 fewer, your Vitality drops to 0 and you become fatigued), and you lose no reputation, however you may spend reputation equal to your Career Level to have your Familiar return at the start of the next scene.
   Finally, you may communicate telepathically with your familiar within 250ft, and beyond that distance you may always sense the general state and emotion of your familiar.
   Note: Choose Gear, Style, or Terrain, this feat counts as a feat of that type.

Edit: Forgot these, more buddy-boosting feats:

Curious Companion [Terrain]
You attract strange beasts
Prerequisites: Animal Partner
Benefit: Your Animal Partner no longer needs to have the Animal type and may gain the Beast, Ooze, or Plant types and your Species Feats count as Terrain feats when determining your Partner's XP value. Also, your Legend increases by 2.

Rather than print the same feat four times, this feat is laid out for each of the PL-type feats (This one was built with the intent of eventually putting together a follow-up feat, it hasn't exactly been at the forefront of my attention recently, but nothing has suddenly sparked:

Arcane Spirit [Spellcasting] / Masterpiece [Gear] / Natural Companion [Terrain] / Second [Style]
Your ally is of the highest stock
Prerequisites: Magical Totem, Engineered Assistant, Animal Partner, or Personal Lieutenant
Benefit: The maximum XP value of your feat-granted NPC increases by an additional 5 and their Threat Level increases by 1. Also, at the start of each scene you gain 1 D6 action die that may only be spent to boost or activate a roll made by your NPC


Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: paddyfool on June 12, 2011, 03:02:50 AM
Looking particularly at the specialties: they look great (I particularly like the Commando and the Vigilante).  However, there's a few small changes I'd like to suggest thinking about:

Vice: this adds up to 8 (2 for a species feat, 2 for fast, 2 for the additional skill point per level, 1 for each of the other two abilities), so you may need to take something out there (thick hide, perhaps?).  Also, it should be Devilish heritage, not Demonic, iirc.

Mercenary: There's already a specialty of this name in the Adventurer's Companion.  Sell-sword, perhaps?

Samurai: The fighter specialty already has Armour basics, and a lot of the classic samurai of cinema don't go around wearing armour much anyway.  Mounted Combat (from the AC), perhaps?
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Deral on June 12, 2011, 07:52:12 AM
Looking particularly at the specialties: they look great (I particularly like the Commando and the Vigilante).  However, there's a few small changes I'd like to suggest thinking about:

Vice: this adds up to 8 (2 for a species feat, 2 for fast, 2 for the additional skill point per level, 1 for each of the other two abilities), so you may need to take something out there (thick hide, perhaps?).  Also, it should be Devilish heritage, not Demonic, iirc.

Fair point, and that's likely the way I'd go about dropping it a point, Thick Hide is certainly the least important on that list, the reasons for the inconsistency there is I tend not to price Species feats differently than other feats, even though they're listed as 2 points (but for the board's sake, I will actually drop it back down). As for the Demonic thing, that's a flat out typo, it actually does something slightly different as written (gives a subrace), and was changed up to be usable outside my setting, in the midst of that huge list I must've just glazed over it.

Mercenary: There's already a specialty of this name in the Adventurer's Companion.  Sell-sword, perhaps?

Oh I forgot about that one, the specialty was written before AC came out, and I'd likely have just added (II) to the end like Slave so that when my players choose it, I know which one they mean

Samurai: The fighter specialty already has Armour basics, and a lot of the classic samurai of cinema don't go around wearing armour much anyway.  Mounted Combat (from the AC), perhaps?

Again this one was written before AC and Armor Basics in this case is supposed to represent dedicated training. I like Mounted Combat, though and it'd be a perfect alternative for someone who doesn't want specialties doubling up, and thinking about it I kind of like Hero of the Court, though I wouldn't want to double it up with Noble Blood, only because it makes the specialty lean a little too far Noble.

Thanks for looking'em over, and good catches all around, I'll go back over any specialties that give species feats and recount their points, I'd forgotten about that pricing difference.
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: paddyfool on June 12, 2011, 11:48:47 AM
No worries!

Technically, the 2 point ruling isn't Species feat as such, but level 1-only feats (because these tend to be a little higher-powered than others, and/or to be linked to a higher-powered second tier feat).  There's no need to charge 2 points for Guts etc.
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: samsimilian on June 13, 2011, 02:25:48 AM
this is great work!!!!
are you going to present us with a pdf?  ;)
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Deral on June 13, 2011, 03:59:54 AM
this is great work!!!!
are you going to present us with a pdf?  ;)

I've considered putting together a small-scale PDF for the boards, I'm in the middle of an errata/expansion but the one I have for my players is incredibly unoptimized, apparently impossible to shrink in size, and waaaay to big to ever think of uploading, thanks to the number of images- I'd likely have to do the PDF without images if I intended to distribute it, might make a tough read.
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: samsimilian on March 15, 2013, 12:04:30 AM
Deral, are you willing to post the vampire feats you mentioned in the first post?
I'm preparing for a Dresden Files/7t Sea mix Campaign and loolking for vampire species.
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Deral on March 15, 2013, 11:42:32 AM
Deral, are you willing to post the vampire feats you mentioned in the first post?
I'm preparing for a Dresden Files/7t Sea mix Campaign and loolking for vampire species.

Wow it's been a while since I've seen this thread- my how things have changed!

But yeah, I still have those feats floating around (Though they got moved aside for some of the other refinements to my setting)- I don't have access to them right this second but I certainly will put'em up here for you. If I recall, my intention was to try and allow broad enough options for a player to be any of the sorts of vampires I'm familiar with- which isn't many. So, more than anything, they're each focused on different aspects of book/film Dracula/Nosferatu, with a touch of oWoD mixed in.

I haven't really looked over them in at least a year, so when I get to'em, I'll give them a once-over, and post them
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: samsimilian on March 15, 2013, 11:52:42 AM
many thanks  ;D
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Deral on March 15, 2013, 02:45:49 PM
many thanks  ;D


Well, the feats are a little weighty, it seems, I tried to clean up the setting-specific stuff as much as possible, here are the three feats:

Vitae Acolyte
You are a vampire or some other essence-drinking creature, either by choice or by force.
Prerequisites: 1st Level Only or Special Circumstances
Benefit: Upon taking this feat, you gain the Anathema (Flash/Fire), Damage Vulnerability (Divine) and Light-Sensitive npc qualities. Also, the disposition of any character who's aware of your species and doesn't share you unique outlook worsens by 10.
   However, you no longer age and do not need to sleep, or breathe. You can no longer benefit from food or drink, but you still need to consume the life force of living creatures, this is most often done by drinking their blood, the vessel of that force, given willingly or taken. You may go for one week without consuming the blood of a mortal for every point of the higher of your Constitution and Charisma modifiers (minimum 1). Starting on the eighth day and every week thereafter you gain 1 grade of Shaken and Tainted that cannot be lost until you drink the equivalent of 10 points of constitution impairment for each shared grade. If you are at Tainted IV and gain another grade from this ability, you fall into a coma, only to be awoken after being given the requisite blood or after (Higher of Constitution or Charisma x 5 years)
   You may take the Life Drain action, your appearance modifier increases by 1, your highest physical attribute increases by 2, and your highest mental by 1. Finally, your base speed increases by 10 feet.

Vitae Consulate
A true blood-sucker
Prerequisites: Vitae Acolyte
Benefit: Choose one of the following:
   -Beast: The disposition of non-adversary animals increases by 15, and no animals will attack you unless forced or attacked first by you. At the start of every adventure, you gain Followers as per the Followers feat that must be Pack Wolves, though you only ever gain 3 at a time. You may still gain the Followers feat a second time.
   -Demon: You gain a Claw II natural attack and your Claw natural attacks gain +2 threat range against undead, however, you cannot use your Life Drain ability outside of combat. Also, any character other than one of your teammates who sees you suffers a -3 morale penalty with Will saves.
   -Raven: You gain the Beguiling trait, and your Panache increases by 2. Also, you lose your Reviled trait.
   -Recluse: You gain a +5 bonus on all knowledge checks and +2 to all Sense Motive and Investigate rolls, and you may go for ten times as long without feeding, however, you suffer a -2 penalty with all charisma-based checks targeting living creatures.
   Upon taking this feat you may choose to gain the Undead type, if you do so, your your starting action dice is reduced by 1, and you take a -5 penalty to Sense Motive checks when interaction with living creatures, finding it more and more difficult to relate to their alien ways.


Vitae Lord
You have become a unique incarnation of spirit, beyond most mortal comprehension
Prerequisites: Vitae Consulate, Undead type
Benefit: Choose one of the following, you need not choose the same option you took from the prerequisite feat.
   -Beast: You may take on an pseudo-illusory beastly form:
      Beastform (Stance): While in this stance your base speed increases by 20, and you gain a +1 bonus with all Str- and Dex- based checks and rolls. Also, you gain a Bite II natural attack with the Trip quality. While in this stance you lose any other natural weapons you have, and cannot manipulate objects or perform checks that require the use of hands. Your gear becomes part of your new form and functions as if carried or worn on your person.
   -Demon: You gain a Bite I natural attack with the Grab special ability as well as the Devour and Unnerving NPC qualities.
   -Raven: You may use your Life Drain to inflict orgasmic ecstasy without draining blood, against a pinned, helpless or flatfooted target, you may choose to forgo normal actions on your turn to mute the target and inflict 20 points of flash and bang damage every round. Standard characters are also stunned for 2d6 minutes afterwards. You also gain Followers as the feat, choosing only Artists, Strumpets, or Worshippers, each follower is always considered willing in regard to Life Drain, and you do not lose reputation if you cause their death because of that ability, you may still gain the Followers feat a second time.
   -Recluse: Investigate and Survival checks targeting you that are not critical threats or successes return only misleading information along some general lines you dictate, in the event of a critical error, you may specifically choose what the target learns. Also, checks made to detect your physical presence or notice signs of your passing have their DCs increased by 5.


Anathema is a house NPC quality, it works like Achilles Heel, except that when the target suffers the first listed damage type, they take the same amount of the second listed damage type. (So, when they take Flash, they also take an equal amount of Fire).

Life Drain was a... somewhat complicated restricted action:
Life Drain
   Grapple Benefit – Requires Drain Ability
    Against a pinned character, you inflict 1 point of Constitution Impairment and gain Regeneration 4 until the end of your next initiative. You may also use this ability outside of combat against a willing participant (though the target need not understand the process or even what is going to happen). To resist you outside of a grapple, a target must succeed on a will save DC 10 + Your Charisma modifier + The number of species feats you have. The target may make the save every round, but must make the save even if the previous round was successful. In order to stop using this ability outside of combat, you must make a Will Save DC 5 + the target's current Constitution score, but once you have drained 5 points of Constitution, you take a -5 penalty to this save. You cannot make this save if you tried and failed last round. When you stop using this ability, and you are not in combat, the victim must make a will save DC 10 + your charisma modifier + the number of species feats you have or forget what happened during that time, they may also make this save 24 hours later.


There ya go! Hope it helps! Sorry it hasn't been more recently updated.
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Ryuujin on March 15, 2013, 11:02:10 PM
Wow so this thread is still updated, I saw the early stuff was from 2011 and had little hope.  I don't suppose any more of the things you have worked on could be posted?  A lot of them look really interesting and I am curious.

A lot of the races sound interesting, particularly Dragon.  Same with Talents and Specialties.  In particular I am curious about Curio and Splinter-Race.  I am always looking forward to more ways to get species feats, as the current specialty that grants one is Sorcerer which doesn't otherwise fit a lot of concepts.
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: paddyfool on March 16, 2013, 02:07:46 AM
@Ryuujin,

It may be worth your while looking at the fc database. Quite a few homebrew specialties grant species feats (e.g. Grand Specimen (http://fantasycraftdb.com/character-options/specialties/148-grand-specimen), Monster (http://fantasycraftdb.com/character-options/specialties/283-monster), Paragon (http://fantasycraftdb.com/character-options/specialties/282-paragon) and Rare Breed (http://fantasycraftdb.com/character-options/specialties/319-rare-breed)).
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Deral on March 16, 2013, 06:59:00 AM
Wow so this thread is still updated, I saw the early stuff was from 2011 and had little hope.  I don't suppose any more of the things you have worked on could be posted?  A lot of them look really interesting and I am curious.

A lot of the races sound interesting, particularly Dragon.  Same with Talents and Specialties.  In particular I am curious about Curio and Splinter-Race.  I am always looking forward to more ways to get species feats, as the current specialty that grants one is Sorcerer which doesn't otherwise fit a lot of concepts.

Well, my setting has undergone a lot since 2011, one part of which was a complete overhaul and a lot of things might need some translation back and forth before they can be thrown right in standard FC- less so if you have a good handle over the balance of your game, but I certainly can post some things, if you're interested.
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Arkanshel on March 16, 2013, 04:22:26 PM
A lot of the things in this thread are very, very interesting - please do!

PS: By the way, since it doesn't say, does the Primer class get its first sign at third level? The progression of signs gained certainly suggests it, but you never know...
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: samsimilian on March 18, 2013, 12:14:48 PM
Please do ;D
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Deral on March 18, 2013, 02:40:34 PM
A lot of the things in this thread are very, very interesting - please do!

PS: By the way, since it doesn't say, does the Primer class get its first sign at third level? The progression of signs gained certainly suggests it, but you never know...

Nah, it's just a 6+ ability, it can be a long ways to wait to get a relatively core ability, but I put them in the 6/8/12/15/18 slot to delay them, so I wouldn't have to make sure they weren't overpowered at 3rd or lower (and it keeps them out of Cross-Class ability)

Sorry I haven't gotten anything else up yet, I promise I will, hopefully early this week, work is just nuts at the moment...
Title: Re: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]
Post by: Deral on March 21, 2013, 11:56:39 AM
Wow so this thread is still updated, I saw the early stuff was from 2011 and had little hope.  I don't suppose any more of the things you have worked on could be posted?  A lot of them look really interesting and I am curious.

A lot of the races sound interesting, particularly Dragon.  Same with Talents and Specialties.  In particular I am curious about Curio and Splinter-Race.  I am always looking forward to more ways to get species feats, as the current specialty that grants one is Sorcerer which doesn't otherwise fit a lot of concepts.

So much for getting to check this out early in the week. Curio and Splinter-Race as they've been rewritten are made to fit the way Subraces work in this setting. They become a little unusual when transferred over- both would effectively give two species feats with tight restrictions, I suppose, and then add in their own extra renown rules- so unfortunately I'm going to leave those out for now.
Dragon, however, is pretty straight-forward; while I like the Beast limitation of Drakes, they don't do too well with my players, and too often end in frustration, this race was basically put together to offer an alternative that still fit the dragon feel (at the cost of action dice). You'll see right away they're fairly similar, the main alterations are type, attributes, and alternate form

As a forewarning about this race- by standard FC count it's a little powerful. The main reasons are because of the way weapons are handled in the setting they're written for, Natural Weapons are weighted pretty significantly differently, and there are a handful of other differences in the pricing of traits.

Base Race: Rock Dragon
Size/Type: Large Quadruped Beast Fey (2x3, Reach 1)
        -Attributes: +2 Intelligence, +2 Any, -2 Dexterity
   Qualities:
   -Fey Traits: Natural animals refuse to attack you and often flee from you unless trained to hunt fey, or are attacked by you or your teammates.
   -Base Speed: 30ft
   -Dread Species: You start with 2 fewer action dice, you may spend feats, on a one-for-one basis to permanently regain them at any time.
   -Burden of Ages: Any effect that restores vitality points has only half it's normal effect on you.
   -Cold Vulnerability: You suffer 1 extra damage per die from cold, and afterwards are sickened for a number of rounds equal to ½ the damage suffered. If exposed to a continuous source of cold, you are sickened until the source is removed.
   -Alternate Form: You have a single unique Medium Human or Elf alternate form, this form must have some quality that readily identifies your race. When in this form you lose access to your Breath weapon, flight and natural attacks. The form's gender is the same as yours, as are it's attributes, vitality, and wound points. You must choose your form upon creating your character and, once chosen, cannot be changed. You do not gain any other traits of your alternate form, though you may qualify for feats as if you were a member of the race you choose for it. However, if the feat cannot also be taken by dragons, it's bonuses do not apply while outside your alternate form. Changing between forms takes 4 rounds, during which you cannot act. If there is insufficient room for the change to take place, you deal damage equal to 2 times your constitution score to the interrupting object and you gain Fatigued I, if the object is of Hard construction, your vitality also drops to 0 (If your vitality is already at 0, you take wound damage equal to your Con score.) If the barrier is not broken by this, you spend 4 more rounds returning to your previous form. Any equipment you are wearing that does not fit your new form falls to the ground around you during the first round of change.
   -Breath Weapon: As Drake
   -Darkvision II: You ignore all ambient light penalties
   -If I Recall...: You gain a +5 bonus on knowledge checks.
   -Natural Attacks: You gain Bite II and Claw II natural attacks.
   -Thick Hide 3: When unarmored, you're considered to be wearing partial armor that grants DR 3
   -Winged Flight: You gain a winged flight speed of 40ft


Sorry I couldn't really post all the things you mentioned- I really ought to put together a new list, or perhaps a new thread, at some point. If there's anything else specific you'd be interested in seeing, I can certainly check it out for you.